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27 Commits

Author SHA1 Message Date
FinalWombat
077ef965ed Psyfighter2 2023-11-17 21:02:47 +02:00
FinalWombat
9866244cb1 Merge remote-tracking branch 'origin/prep-0.13.0' into prep-0.13.0 2023-11-17 21:00:44 +02:00
FinalWombat
fa7377e7b9 add fllow instruction template 2023-11-17 20:59:36 +02:00
FinalWombat
ddcd442821 fix windows install script 2023-11-17 20:55:13 +02:00
FinalWombat
4f23a404aa runpod text gen api url fixed 2023-11-17 20:55:02 +02:00
FinalWombat
99d9cddccd error on legacy textgenwebui api 2023-11-17 20:39:01 +02:00
FinalWombat
556fc0a551 switch back to poetry for windows as well 2023-11-17 20:26:17 +02:00
FinalWombat
f79c40eee3 0.13.0 2023-11-17 19:58:55 +02:00
FinalWombat
ab432cf664 add Tess-Medium 2023-11-17 19:54:17 +02:00
FinalWombat
e753728f5f adjust nous capybara template 2023-11-17 19:54:04 +02:00
FinalWombat
fd65d30bdf tweak context retrieval prompts 2023-11-17 19:53:51 +02:00
FinalWombat
879d82bc04 more client refactor fixes 2023-11-17 19:52:43 +02:00
FinalWombat
bcea53f0b2 openai client to new base 2023-11-16 20:39:10 +02:00
FinalWombat
dd4603092e cruft 2023-11-15 04:15:42 +02:00
FinalWombat
7c6e728eaa refactor client base 2023-11-15 04:14:57 +02:00
FinalWombat
64bf133b89 dolhpin yi 2023-11-15 00:14:58 +02:00
FinalWombat
e65a3f907f LMStudio client (experimental) 2023-11-15 00:14:33 +02:00
FinalWombat
49f2eb06ea narrate after dialog rerun fixes, template fixes 2023-11-14 01:03:31 +02:00
FinalWombat
6b231b1010 Cat, Nous-Capybara, dolphin-2.2.1 2023-11-14 01:02:55 +02:00
FinalWombat
693180d127 ensure_dialog_format error handling 2023-11-14 01:01:59 +02:00
FinalWombat
9c11737554 funciton !rename command 2023-11-14 01:01:36 +02:00
FinalWombat
6c8425cec8 world state auto regen trigger off of gameloop 2023-11-14 01:01:19 +02:00
FinalWombat
c84cd4ac8f add support for new textgenwebui api 2023-11-14 01:00:43 +02:00
FinalWombat
157dd63c48 narrator - narrate on dialogue agent actions 2023-11-12 14:49:52 +02:00
FinalWombat
73328f1a06 relock 2023-11-12 14:49:30 +02:00
FinalWombat
919e65319c windows installs from requirements.txt because of silly permission issues 2023-11-11 20:06:45 +02:00
FinalWombat
cc1b7c447e requirements.txt file 2023-11-11 20:04:46 +02:00
272 changed files with 5767 additions and 20338 deletions

9
.gitignore vendored
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@@ -7,12 +7,7 @@
*_internal*
talemate_env
chroma
scenes
config.yaml
templates/llm-prompt/user/*.jinja2
scenes/
!scenes/infinity-quest-dynamic-scenario/
!scenes/infinity-quest-dynamic-scenario/assets/
!scenes/infinity-quest-dynamic-scenario/templates/
!scenes/infinity-quest-dynamic-scenario/infinity-quest.json
!scenes/infinity-quest/assets/
!scenes/infinity-quest/assets
!scenes/infinity-quest/infinity-quest.json

129
README.md
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@@ -2,49 +2,31 @@
Allows you to play roleplay scenarios with large language models.
It does not run any large language models itself but relies on existing APIs. Currently supports **text-generation-webui** and **openai**.
|![Screenshot 1](docs/img/0.17.0/ss-1.png)|![Screenshot 2](docs/img/0.17.0/ss-2.png)|
|------------------------------------------|------------------------------------------|
|![Screenshot 1](docs/img/0.17.0/ss-4.png)|![Screenshot 2](docs/img/0.17.0/ss-3.png)|
This means you need to either have an openai api key or know how to setup [oobabooga/text-generation-webui](https://github.com/oobabooga/text-generation-webui) (locally or remotely via gpu renting. `--api` flag needs to be set)
> :warning: **It does not run any large language models itself but relies on existing APIs. Currently supports OpenAI, text-generation-webui and LMStudio. 0.18.0 also adds support for generic OpenAI api implementations, but generation quality on that will vary.**
This means you need to either have:
- an [OpenAI](https://platform.openai.com/overview) api key
- setup local (or remote via runpod) LLM inference via:
- [oobabooga/text-generation-webui](https://github.com/oobabooga/text-generation-webui)
- [LMStudio](https://lmstudio.ai/)
- Any other OpenAI api implementation that implements the v1/completions endpoint
- tested llamacpp with the `api_like_OAI.py` wrapper
- let me know if you have tested any other implementations and they failed / worked or landed somewhere in between
![Screenshot 1](docs/img/Screenshot_8.png)
![Screenshot 2](docs/img/Screenshot_2.png)
## Current features
- responive modern ui
- agents
- conversation: handles character dialogue
- narration: handles narrative exposition
- summarization: handles summarization to compress context while maintain history
- director: can be used to direct the story / characters
- editor: improves AI responses (very hit and miss at the moment)
- world state: generates world snapshot and handles passage of time (objects and characters)
- creator: character / scenario creator
- tts: text to speech via elevenlabs, coqui studio, coqui local
- multi-client support (agents can be connected to separate APIs)
- long term memory
- conversation
- narration
- summarization
- director
- creative
- multi-client (agents can be connected to separate APIs)
- long term memory (experimental)
- chromadb integration
- passage of time
- narrative world state
- Automatically keep track and reinforce selected character and world truths / states.
- narrative tools
- creative tools
- manage multiple NPCs
- AI backed character creation with template support (jinja2)
- AI backed scenario creation
- context managegement
- Manage character details and attributes
- Manage world information / past events
- Pin important information to the context (Manually or conditionally through AI)
- runpod integration
- overridable templates for all prompts. (jinja2)
@@ -54,51 +36,79 @@ Kinda making it up as i go along, but i want to lean more into gameplay through
In no particular order:
- Extension support
- modular agents and clients
- Improved world state
- Dynamic player choice generation
- Better creative tools
- node based scenario / character creation
- Improved and consistent long term memory and accurate current state of the world
- Improved and consistent long term memory
- Improved director agent
- Right now this doesn't really work well on anything but GPT-4 (and even there it's debatable). It tends to steer the story in a way that introduces pacing issues. It needs a model that is creative but also reasons really well i think.
- Gameplay loop governed by AI
- objectives
- quests
- win / lose conditions
- stable-diffusion client for in place visual generation
- Automatic1111 client
# Quickstart
## Installation
Post [here](https://github.com/vegu-ai/talemate/issues/17) if you run into problems during installation.
There is also a [troubleshooting guide](docs/troubleshoot.md) that might help.
Post [here](https://github.com/final-wombat/talemate/issues/17) if you run into problems during installation.
### Windows
1. Download and install Python 3.10 or Python 3.11 from the [official Python website](https://www.python.org/downloads/windows/). :warning: python3.12 is currently not supported.
1. Download and install Node.js v20 from the [official Node.js website](https://nodejs.org/en/download/). This will also install npm. :warning: v21 is currently not supported.
1. Download the Talemate project to your local machine. Download from [the Releases page](https://github.com/vegu-ai/talemate/releases).
1. Download and install Python 3.10 or higher from the [official Python website](https://www.python.org/downloads/windows/).
1. Download and install Node.js from the [official Node.js website](https://nodejs.org/en/download/). This will also install npm.
1. Download the Talemate project to your local machine. Download from [the Releases page](https://github.com/final-wombat/talemate/releases).
1. Unpack the download and run `install.bat` by double clicking it. This will set up the project on your local machine.
1. Once the installation is complete, you can start the backend and frontend servers by running `start.bat`.
1. Navigate your browser to http://localhost:8080
### Linux
`python 3.10` or `python 3.11` is required. :warning: `python 3.12` not supported yet.
`python 3.10` or higher is required.
`nodejs v19 or v20` :warning: `v21` not supported yet.
1. `git clone git@github.com:vegu-ai/talemate`
1. `git clone git@github.com:final-wombat/talemate`
1. `cd talemate`
1. `source install.sh`
1. Start the backend: `python src/talemate/server/run.py runserver --host 0.0.0.0 --port 5050`.
1. Open a new terminal, navigate to the `talemate_frontend` directory, and start the frontend server by running `npm run serve`.
## Configuration
### OpenAI
To set your openai api key, open `config.yaml` in any text editor and uncomment / add
```yaml
openai:
api_key: sk-my-api-key-goes-here
```
You will need to restart the backend for this change to take effect.
### RunPod
To set your runpod api key, open `config.yaml` in any text editor and uncomment / add
```yaml
runpod:
api_key: my-api-key-goes-here
```
You will need to restart the backend for this change to take effect.
Once the api key is set Pods loaded from text-generation-webui templates (or the bloke's runpod llm template) will be autoamtically added to your client list in talemate.
**ATTENTION**: Talemate is not a suitable for way for you to determine whether your pod is currently running or not. **Always** check the runpod dashboard to see if your pod is running or not.
## Recommended Models
(as of2023.10.25)
Any of the top models in any of the size classes here should work well:
https://www.reddit.com/r/LocalLLaMA/comments/17fhp9k/huge_llm_comparisontest_39_models_tested_7b70b/
## Connecting to an LLM
On the right hand side click the "Add Client" button. If there is no button, you may need to toggle the client options by clicking this button:
@@ -107,19 +117,9 @@ On the right hand side click the "Add Client" button. If there is no button, you
### Text-generation-webui
> :warning: As of version 0.13.0 the legacy text-generator-webui API `--extension api` is no longer supported, please use their new `--extension openai` api implementation instead.
In the modal if you're planning to connect to text-generation-webui, you can likely leave everything as is and just click Save.
![Add client modal](docs/img/client-setup-0.13.png)
#### Recommended Models
Any of the top models in any of the size classes here should work well (i wouldn't recommend going lower than 7B):
https://www.reddit.com/r/LocalLLaMA/comments/18yp9u4/llm_comparisontest_api_edition_gpt4_vs_gemini_vs/
![Add client modal](docs/img/add-client-modal.png)
### OpenAI
@@ -127,19 +127,7 @@ If you want to add an OpenAI client, just change the client type and select the
![Add client modal](docs/img/add-client-modal-openai.png)
If you are setting this up for the first time, you should now see the client, but it will have a red dot next to it, stating that it requires an API key.
![OpenAI API Key missing](docs/img/0.18.0/openai-api-key-1.png)
Click the `SET API KEY` button. This will open a modal where you can enter your API key.
![OpenAI API Key missing](docs/img/0.18.0/openai-api-key-2.png)
Click `Save` and after a moment the client should have a green dot next to it, indicating that it is ready to go.
![OpenAI API Key set](docs/img/0.18.0/openai-api-key-3.png)
## Ready to go
### Ready to go
You will know you are good to go when the client and all the agents have a green dot next to them.
@@ -167,10 +155,7 @@ Make sure you save the scene after the character is loaded as it can then be loa
## Further documentation
Please read the documents in the `docs` folder for more advanced configuration and usage.
- [Prompt template overrides](docs/templates.md)
- [Text-to-Speech (TTS)](docs/tts.md)
- Creative mode (docs WIP)
- Prompt template overrides
- [ChromaDB (long term memory)](docs/chromadb.md)
- [Runpod Integration](docs/runpod.md)
- Creative mode
- Runpod Integration

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@@ -2,72 +2,25 @@ agents: {}
clients: {}
creator:
content_context:
- a fun and engaging slice of life story
- a terrifying horror story
- a thrilling action story
- a mysterious adventure
- an epic sci-fi adventure
- a fun and engaging slice of life story aimed at an adult audience.
- a terrifying horror story aimed at an adult audience.
- a thrilling action story aimed at an adult audience.
- a mysterious adventure aimed at an adult audience.
- an epic sci-fi adventure aimed at an adult audience.
game:
world_state:
templates:
state_reinforcement:
Goals:
auto_create: false
description: Long term and short term goals
favorite: true
insert: conversation-context
instructions: Create a long term goal and two short term goals for {character_name}. Your response must only be the long terms and two short term goals.
interval: 20
name: Goals
query: Goals
state_type: npc
Physical Health:
auto_create: false
description: Keep track of health.
favorite: true
insert: sequential
instructions: ''
interval: 10
name: Physical Health
query: What is {character_name}'s current physical health status?
state_type: character
Time of day:
auto_create: false
description: Track night / day cycle
favorite: true
insert: sequential
instructions: ''
interval: 10
name: Time of day
query: What is the current time of day?
state_type: world
## Long-term memory
default_player_character:
color: '#6495ed'
description: a young man with a penchant for adventure.
gender: male
name: Elmer
#chromadb:
# embeddings: instructor
# instructor_device: cuda
# instructor_model: hkunlp/instructor-xl
## Remote LLMs
#openai:
# api_key: <API_KEY>
#runpod:
# api_key: <API_KEY>
## TTS (Text-to-Speech)
#elevenlabs:
# api_key: <API_KEY>
#coqui:
# api_key: <API_KEY>
#tts:
# device: cuda
# model: tts_models/multilingual/multi-dataset/xtts_v2
# voices:
# - label: <name>
# value: <path to .wav for voice sample>
# api_key: <API_KEY>

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## RunPod integration
RunPod allows you to quickly set up and run text-generation-webui instances on powerful GPUs, remotely. If you want to run the significantly larger models (like 70B parameters) with reasonable speeds, this is probably the best way to do it.
### Create / grab your RunPod API key and add it to the talemate config
You can manage your RunPod api keys at [https://www.runpod.io/console/user/settings](https://www.runpod.io/console/user/settings)
Add the key to your Talemate config file (config.yaml):
```yaml
runpod:
api_key: <your api key>
```
Then restart Talemate.
### Create a RunPod instance
#### Community Cloud
The community cloud pods are cheaper and there are generally more GPUs available. They do however not support persistent storage and you will have to download your model and data every time you deploy a pod.
#### Secure Cloud
The secure cloud pods are more expensive and there are generally fewer GPUs available, but they do support persistent storage.
Peristent volumes are super convenient, but optional for our purposes and are **not** free and you will have to pay for the storage you use.
### Deploy pod
For us it does not matter which cloud you choose. The only thing that matters is that it deploys a text-generation-webui instance, and you ensure that by choosing the right template.
Pick the GPU you want to use, for 70B models you want at least 48GB of VRAM and click `Deploy`, then select a template and deploy.
When choosing the template for your pod, choose the `RunPod TheBloke LLMs` template. This template is pre-configured with all the dependencies needed to run text-generation-webui. There are other text-generation-webui templates, but they are usually out of date and this one i found to be consistently good.
> :warning: The name of your pod is important and ensures that Talemate will be able to find it. Talemate will only be able to find pods that have the word `thebloke llms` or `textgen` in their name. (case insensitive)
Once your pod is deployed and has finished setup and is running, the client will automatically appear in the Talemate client list, making it available for you to use like you would use a locally hosted text-generation-webui instance.
![RunPod client](img/runpod-docs-1.png)
### Connecting to the text-generation-webui UI
To manage your text-generation-webui instance, click the `Connect` button in your RunPod pod dashboard at [https://www.runpod.io/console/pods](https://www.runpod.io/console/pods) and in the popup click on `Connect to HTTP Service [Port 7860]` to open the text-generation-webui UI. Then just download and load your model as you normally would.
## :warning: Always check your pod status on the RunPod dashboard
Talemate is not a suitable or reliable way for you to determine whether your pod is currently running or not. **Always** check the runpod dashboard to see if your pod is running or not.
While your pod us running it will be eating up your credits, so make sure to stop it when you're not using it.

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# Template Overrides in Talemate
## Introduction to Templates
In Talemate, templates are used to generate dynamic content for various agents involved in roleplaying scenarios. These templates leverage the Jinja2 templating engine, allowing for the inclusion of variables, conditional logic, and custom functions to create rich and interactive narratives.
## Template Structure
A typical template in Talemate consists of several sections, each enclosed within special section tags (`<|SECTION:NAME|>` and `<|CLOSE_SECTION|>`). These sections can include character details, dialogue examples, scenario overviews, tasks, and additional context. Templates utilize loops and blocks to iterate over data and render content conditionally based on the task requirements.
## Overriding Templates
Users can customize the behavior of Talemate by overriding the default templates. To override a template, create a new template file with the same name in the `./templates/prompts/{agent}/` directory. When a custom template is present, Jinja2 will prioritize it over the default template located in the `./src/talemate/prompts/templates/{agent}/` directory.
## Creator Agent Templates
The creator agent templates allow for the creation of new characters within the character creator. Following the naming convention `character-attributes-*.jinja2`, `character-details-*.jinja2`, and `character-example-dialogue-*.jinja2`, users can add new templates that will be available for selection in the character creator.
### Requirements for Creator Templates
- All three types (`attributes`, `details`, `example-dialogue`) need to be available for a choice to be valid in the character creator.
- Users can check the human templates for an understanding of how to structure these templates.
### Example Templates
- [Character Attributes Human Template](src/talemate/prompts/templates/creator/character-attributes-human.jinja2)
- [Character Details Human Template](src/talemate/prompts/templates/creator/character-details-human.jinja2)
- [Character Example Dialogue Human Template](src/talemate/prompts/templates/creator/character-example-dialogue-human.jinja2)
These example templates can serve as a guide for users to create their own custom templates for the character creator.
### Extending Existing Templates
Jinja2's template inheritance feature allows users to extend existing templates and add extra information. By using the `{% extends "template-name.jinja2" %}` tag, a new template can inherit everything from an existing template and then add or override specific blocks of content.
#### Example
To add a description of a character's hairstyle to the human character details template, you could create a new template like this:
```jinja2
{% extends "character-details-human.jinja2" %}
{% block questions %}
{% if character_details.q("what does "+character.name+"'s hair look like?") -%}
Briefly describe {{ character.name }}'s hair-style using a narrative writing style that reminds of mid 90s point and click adventure games. (2 - 3 sentences).
{% endif %}
{% endblock %}
```
This example shows how to extend the `character-details-human.jinja2` template and add a block for questions about the character's hair. The `{% block questions %}` tag is used to define a section where additional questions can be inserted or existing ones can be overridden.
## Advanced Template Topics
### Jinja2 Functions in Talemate
Talemate exposes several functions to the Jinja2 template environment, providing utilities for data manipulation, querying, and controlling content flow. Here's a list of available functions:
1. `set_prepared_response(response, prepend)`: Sets the prepared response with an optional prepend string. This function allows the template to specify the beginning of the LLM response when processing the rendered template. For example, `set_prepared_response("Certainly!")` will ensure that the LLM's response starts with "Certainly!".
2. `set_prepared_response_random(responses, prefix)`: Chooses a random response from a list and sets it as the prepared response with an optional prefix.
3. `set_eval_response(empty)`: Prepares the response for evaluation, optionally initializing a counter for an empty string.
4. `set_json_response(initial_object, instruction, cutoff)`: Prepares for a JSON response with an initial object and optional instruction and cutoff.
5. `set_question_eval(question, trigger, counter, weight)`: Sets up a question for evaluation with a trigger, counter, and weight.
6. `disable_dedupe()`: Disables deduplication of the response text.
7. `random(min, max)`: Generates a random integer between the specified minimum and maximum.
8. `query_scene(query, at_the_end, as_narrative)`: Queries the scene with a question and returns the formatted response.
9. `query_text(query, text, as_question_answer)`: Queries a text with a question and returns the formatted response.
10. `query_memory(query, as_question_answer, **kwargs)`: Queries the memory with a question and returns the formatted response.
11. `instruct_text(instruction, text)`: Instructs the text with a command and returns the result.
12. `retrieve_memories(lines, goal)`: Retrieves memories based on the provided lines and an optional goal.
13. `uuidgen()`: Generates a UUID string.
14. `to_int(x)`: Converts the given value to an integer.
15. `config`: Accesses the configuration settings.
16. `len(x)`: Returns the length of the given object.
17. `count_tokens(x)`: Counts the number of tokens in the given text.
18. `print(x)`: Prints the given object (mainly for debugging purposes).
These functions enhance the capabilities of templates, allowing for dynamic and interactive content generation.
### Error Handling
Errors encountered during template rendering are logged and propagated to the user interface. This ensures that users are informed of any issues that may arise, allowing them to troubleshoot and resolve problems effectively.
By following these guidelines, users can create custom templates that tailor the Talemate experience to their specific storytelling needs.# Template Overrides in Talemate

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# Windows
## Installation fails with "Microsoft Visual C++" error
If your installation errors with a notification to upgrade "Microsoft Visual C++" go to https://visualstudio.microsoft.com/visual-cpp-build-tools/ and click "Download Build Tools" and run it.
- During installation make sure you select the C++ development package (upper left corner)
- Run `reinstall.bat` inside talemate directory

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# Talemate Text-to-Speech (TTS) Configuration
Talemate supports Text-to-Speech (TTS) functionality, allowing users to convert text into spoken audio. This document outlines the steps required to configure TTS for Talemate using different providers, including ElevenLabs, Coqui, and a local TTS API.
## Configuring ElevenLabs TTS
To use ElevenLabs TTS with Talemate, follow these steps:
1. Visit [ElevenLabs](https://elevenlabs.com) and create an account if you don't already have one.
2. Click on your profile in the upper right corner of the Eleven Labs website to access your API key.
3. In the `config.yaml` file, under the `elevenlabs` section, set the `api_key` field with your ElevenLabs API key.
Example configuration snippet:
```yaml
elevenlabs:
api_key: <YOUR_ELEVENLABS_API_KEY>
```
## Configuring Coqui TTS
To use Coqui TTS with Talemate, follow these steps:
1. Visit [Coqui](https://app.coqui.ai) and sign up for an account.
2. Go to the [account page](https://app.coqui.ai/account) and scroll to the bottom to find your API key.
3. In the `config.yaml` file, under the `coqui` section, set the `api_key` field with your Coqui API key.
Example configuration snippet:
```yaml
coqui:
api_key: <YOUR_COQUI_API_KEY>
```
## Configuring Local TTS API
For running a local TTS API, Talemate requires specific dependencies to be installed.
### Windows Installation
Run `install-local-tts.bat` to install the necessary requirements.
### Linux Installation
Execute the following command:
```bash
pip install TTS
```
### Model and Device Configuration
1. Choose a TTS model from the [Coqui TTS model list](https://github.com/coqui-ai/TTS).
2. Decide whether to use `cuda` or `cpu` for the device setting.
3. The first time you run TTS through the local API, it will download the specified model. Please note that this may take some time, and the download progress will be visible in the Talemate backend output.
Example configuration snippet:
```yaml
tts:
device: cuda # or 'cpu'
model: tts_models/multilingual/multi-dataset/xtts_v2
```
### Voice Samples Configuration
Configure voice samples by setting the `value` field to the path of a .wav file voice sample. Official samples can be downloaded from [Coqui XTTS-v2 samples](https://huggingface.co/coqui/XTTS-v2/tree/main/samples).
Example configuration snippet:
```yaml
tts:
voices:
- label: English Male
value: path/to/english_male.wav
- label: English Female
value: path/to/english_female.wav
```
## Saving the Configuration
After configuring the `config.yaml` file, save your changes. Talemate will use the updated settings the next time it starts.
For more detailed information on configuring Talemate, refer to the `config.py` file in the Talemate source code and the `config.example.yaml` file for a barebone configuration example.

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@@ -1,4 +0,0 @@
REM activate the virtual environment
call talemate_env\Scripts\activate
call pip install "TTS>=0.21.1"

View File

@@ -1,47 +1,11 @@
@echo off
REM Check for Python version and use a supported version if available
SET PYTHON=python
python -c "import sys; sys.exit(0 if sys.version_info[:2] in [(3, 10), (3, 11)] else 1)" 2>nul
IF NOT ERRORLEVEL 1 (
echo Selected Python version: %PYTHON%
GOTO EndVersionCheck
)
SET PYTHON=python
FOR /F "tokens=*" %%i IN ('py --list') DO (
echo %%i | findstr /C:"-V:3.11 " >nul && SET PYTHON=py -3.11 && GOTO EndPythonCheck
echo %%i | findstr /C:"-V:3.10 " >nul && SET PYTHON=py -3.10 && GOTO EndPythonCheck
)
:EndPythonCheck
%PYTHON% -c "import sys; sys.exit(0 if sys.version_info[:2] in [(3, 10), (3, 11)] else 1)" 2>nul
IF ERRORLEVEL 1 (
echo Unsupported Python version. Please install Python 3.10 or 3.11.
exit /b 1
)
IF "%PYTHON%"=="python" (
echo Default Python version is being used: %PYTHON%
) ELSE (
echo Selected Python version: %PYTHON%
)
:EndVersionCheck
IF ERRORLEVEL 1 (
echo Unsupported Python version. Please install Python 3.10 or 3.11.
exit /b 1
)
REM create a virtual environment
%PYTHON% -m venv talemate_env
python -m venv talemate_env
REM activate the virtual environment
call talemate_env\Scripts\activate
REM upgrade pip and setuptools
python -m pip install --upgrade pip setuptools
REM install poetry
python -m pip install "poetry==1.7.1" "rapidfuzz>=3" -U

4031
poetry.lock generated

File diff suppressed because it is too large Load Diff

View File

@@ -4,7 +4,7 @@ build-backend = "poetry.masonry.api"
[tool.poetry]
name = "talemate"
version = "0.18.1"
version = "0.13.0"
description = "AI-backed roleplay and narrative tools"
authors = ["FinalWombat"]
license = "GNU Affero General Public License v3.0"
@@ -32,13 +32,11 @@ beautifulsoup4 = "^4.12.2"
python-dotenv = "^1.0.0"
websockets = "^11.0.3"
structlog = "^23.1.0"
runpod = "^1.2.0"
runpod = "==1.2.0"
nest_asyncio = "^1.5.7"
isodate = ">=0.6.1"
thefuzz = ">=0.20.0"
tiktoken = ">=0.5.1"
nltk = ">=3.8.1"
huggingface-hub = ">=0.20.2"
# ChromaDB
chromadb = ">=0.4.17,<1"

View File

@@ -1,121 +0,0 @@
{
"description": "Captain Elmer Farstield and his trusty first officer, Kaira, embark upon a daring mission into uncharted space. Their small but mighty exploration vessel, the Starlight Nomad, is equipped with state-of-the-art technology and crewed by an elite team of scientists, engineers, and pilots. Together they brave the vast cosmos seeking answers to humanity's most pressing questions about life beyond our solar system.",
"intro": "",
"name": "Infinity Quest Dynamic Scenario",
"history": [],
"environment": "scene",
"ts": "P1Y",
"archived_history": [
{
"text": "Captain Elmer and Kaira first met during their rigorous training for the Infinity Quest mission. Their initial interactions were marked by a sense of mutual respect and curiosity.",
"ts": "PT1S"
},
{
"text": "Over the course of several months, as they trained together, Elmer and Kaira developed a strong bond. They often spent their free time discussing their dreams of exploring the cosmos.",
"ts": "P3M"
},
{
"text": "During a simulated mission, the Starlight Nomad encountered a sudden system malfunction. Elmer and Kaira worked tirelessly together to resolve the issue and avert a potential disaster. This incident strengthened their trust in each other's abilities.",
"ts": "P6M"
},
{
"text": "As they ventured further into uncharted space, the crew faced a perilous encounter with a hostile alien species. Elmer and Kaira's coordinated efforts were instrumental in negotiating a peaceful resolution and avoiding conflict.",
"ts": "P8M"
},
{
"text": "One memorable evening, while gazing at the stars through the ship's observation deck, Elmer and Kaira shared personal stories from their past. This intimate conversation deepened their connection and understanding of each other.",
"ts": "P11M"
}
],
"character_states": {},
"characters": [
{
"name": "Elmer",
"description": "Elmer is a seasoned space explorer, having traversed the cosmos for over three decades. At thirty-eight years old, his muscular frame still cuts an imposing figure, clad in a form-fitting black spacesuit adorned with intricate silver markings. As the captain of his own ship, he wields authority with confidence yet never comes across as arrogant or dictatorial. Underneath this tough exterior lies a man who genuinely cares for his crew and their wellbeing, striking a balance between discipline and compassion.",
"greeting_text": "",
"base_attributes": {
"gender": "male",
"species": "Humans",
"name": "Elmer",
"age": "38",
"appearance": "Captain Elmer stands tall at six feet, his body honed by years of space travel and physical training. His muscular frame is clad in a form-fitting black spacesuit, which accentuates every defined curve and ridge. His helmet, adorned with intricate silver markings, completes the ensemble, giving him a commanding presence. Despite his age, his face remains youthful, bearing traces of determination and wisdom earned through countless encounters with the unknown.",
"personality": "As the leader of their small but dedicated team, Elmer exudes confidence and authority without ever coming across as arrogant or dictatorial. He possesses a strong sense of duty towards his mission and those under his care, ensuring that everyone aboard follows protocol while still encouraging them to explore their curiosities about the vast cosmos beyond Earth. Though firm when necessary, he also demonstrates great empathy towards his crew members, understanding each individual's unique strengths and weaknesses. In short, Captain Elmer embodies the perfect blend of discipline and compassion, making him not just a respected commander but also a beloved mentor and friend.",
"associates": "Kaira",
"likes": "Space exploration, discovering new worlds, deep conversations about philosophy and history.",
"dislikes": "Repetitive tasks, unnecessary conflict, close quarters with large groups of people, stagnation",
"gear and tech": "As the captain of his ship, Elmer has access to some of the most advanced technology available in the galaxy. His primary tool is the sleek and powerful exploration starship, equipped with state-of-the-art engines capable of reaching lightspeed and navigating through the harshest environments. The vessel houses a wide array of scientific instruments designed to analyze and record data from various celestial bodies. Its armory contains high-tech weapons such as energy rifles and pulse pistols, which are used only in extreme situations. Additionally, Elmer wears a smart suit that monitors his vital signs, provides real-time updates on the status of the ship, and allows him to communicate directly with Kaira via subvocal transmissions. Finally, they both carry personal transponders that enable them to locate one another even if separated by hundreds of miles within the confines of the ship."
},
"details": {},
"gender": "male",
"color": "cornflowerblue",
"example_dialogue": [],
"history_events": [],
"is_player": true,
"cover_image": null
},
{
"name": "Kaira",
"description": "Kaira is a meticulous and dedicated Altrusian woman who serves as second-in-command aboard their tiny exploration vessel. As a native of the planet Altrusia, she possesses striking features unique among her kind; deep violet skin adorned with intricate patterns resembling stardust, large sapphire eyes, lustrous glowing hair cascading down her back, and standing tall at just over six feet. Her form fitting bodysuit matches her own hue, giving off an ethereal presence. With her innate grace and precision, she moves efficiently throughout the cramped confines of their ship. A loyal companion to Captain Elmer Farstield, she approaches every task with diligence and focus while respecting authority yet challenging decisions when needed. Dedicated to maintaining order within their tight quarters, Kaira wields several advanced technological devices including a multi-tool, portable scanner, high-tech communications system, and personal shield generator - all essential for navigating unknown territories and protecting themselves from harm. In this perilous universe full of mysteries waiting to be discovered, Kaira stands steadfast alongside her captain \u2013 ready to embrace whatever challenges lie ahead in their quest for knowledge beyond Earth's boundaries.",
"greeting_text": "",
"base_attributes": {
"gender": "female",
"species": "Altrusian",
"name": "Kaira",
"age": "37",
"appearance": "As a native of the planet Altrusia, Kaira possesses striking features unique among her kind. Her skin tone is a deep violet hue, adorned with intricate patterns resembling stardust. Her eyes are large and almond shaped, gleaming like polished sapphires under the dim lighting of their current environment. Her hair cascades down her back in lustrous waves, each strand glowing softly with an inner luminescence. Standing at just over six feet tall, she cuts an imposing figure despite her slender build. Clad in a form fitting bodysuit made from some unknown material, its color matching her own, Kaira moves with grace and precision through the cramped confines of their spacecraft.",
"personality": "Meticulous and open-minded, Kaira takes great pride in maintaining order within the tight quarters of their ship. Despite being one of only two crew members aboard, she approaches every task with diligence and focus, ensuring nothing falls through the cracks. While she respects authority, especially when it comes to Captain Elmer Farstield, she isn't afraid to challenge his decisions if she believes they could lead them astray. Ultimately, Kaira's dedication to her mission and commitment to her fellow crewmate make her a valuable asset in any interstellar adventure.",
"associates": "Captain Elmer Farstield (human), Dr. Ralpam Zargon (Altrusian scientist)",
"likes": "orderliness, quiet solitude, exploring new worlds",
"dislikes": "chaos, loud noises, unclean environments",
"gear and tech": "The young Altrusian female known as Kaira was equipped with a variety of advanced technological devices that served multiple purposes on board their small explorer starship. Among these were her trusty multi-tool, capable of performing various tasks such as repair work, hacking into computer systems, and even serving as a makeshift weapon if necessary. She also carried a portable scanner capable of analyzing various materials and detecting potential hazards in their surroundings. Additionally, she had access to a high-tech communications system allowing her to maintain contact with her homeworld and other vessels across the galaxy. Last but not least, she possessed a personal shield generator which provided protection against radiation, extreme temperatures, and certain types of energy weapons. All these tools combined made Kaira a vital part of their team, ready to face whatever challenges lay ahead in their journey through the stars.",
"scenario_context": "an epic sci-fi adventure aimed at an adult audience.",
"_template": "sci-fi",
"_prompt": "A female crew member on board of a small explorer type starship. She is open minded and meticulous about keeping order. She is currently one of two crew members abord the small vessel, the other person on board is a human male named Captain Elmer Farstield."
},
"details": {
"what objective does Kaira pursue and what obstacle stands in their way?": "As a member of an interstellar expedition led by human Captain Elmer Farstield, Kaira seeks to explore new worlds and gather data about alien civilizations for the benefit of her people back on Altrusia. Their current objective involves locating a rumored planet known as \"Eden\", said to be inhabited by highly intelligent beings who possess advanced technology far surpassing anything seen elsewhere in the universe. However, navigating through the vast expanse of space can prove treacherous; from cosmic storms that threaten to damage their ship to encounters with hostile species seeking to protect their territories or exploit them for resources, many dangers lurk between them and Eden.",
"what secret from Kaira's past or future has the most impact on them?": "In the distant reaches of space, among the stars, there exists a race called the Altrusians. One such individual named Kaira embarked upon a mission alongside humans aboard a small explorer vessel. Her past held secrets - tales whispered amongst her kind about an ancient prophecy concerning their role within the cosmos. It spoke of a time when they would encounter another intelligent species, one destined to guide them towards enlightenment. Could this mysterious \"Eden\" be the fulfillment of those ancient predictions? If so, then Kaira's involvement could very well shape not only her own destiny but also that of her entire species. And so, amidst the perils of deep space, she ventured forth, driven by both curiosity and fate itself.",
"what is a fundamental fear or desire of Kaira?": "A fundamental fear of Kaira is chaos. She prefers orderliness and quiet solitude, and dislikes loud noises and unclean environments. On the other hand, her desire is to find Eden \u2013 a planet where highly intelligent beings are believed to live, possessing advanced technology that could greatly benefit her people on Altrusia. Navigating through the vast expanse of space filled with various dangers is daunting yet exciting for her.",
"how does Kaira typically start their day or cycle?": "Kaira begins each day much like any other Altrusian might. After waking up from her sleep chamber, she stretches her long limbs while gazing out into the darkness beyond their tiny craft. The faint glow of nearby stars serves as a comforting reminder that even though they may feel isolated, they are never truly alone in this vast sea of endless possibilities. Once fully awake, she takes a moment to meditate before heading over to the ship's kitchenette area where she prepares herself a nutritious meal consisting primarily of algae grown within specialized tanks located near the back of their vessel. Satisfied with her morning repast, she makes sure everything is running smoothly aboard their starship before joining Captain Farstield in monitoring their progress toward Eden.",
"what leisure activities or hobbies does Kaira indulge in?": "Aside from maintaining orderliness and tidiness around their small explorer vessel, Kaira finds solace in exploring new worlds via virtual simulations created using data collected during previous missions. These immersive experiences allow her to travel without physically leaving their cramped quarters, satisfying her thirst for knowledge about alien civilizations while simultaneously providing mental relaxation away from daily tasks associated with operating their spaceship.",
"which individual or entity does Kaira interact with most frequently?": "Among all the entities encountered thus far on their interstellar journey, none have been more crucial than Captain Elmer Farstield. He commands their small explorer vessel, guiding it through treacherous cosmic seas towards destinations unknown. His decisions dictate whether they live another day or perish under the harsh light of distant suns. Kaira works diligently alongside him; meticulously maintaining order among the tight confines of their ship while he navigates them ever closer to their ultimate goal - Eden. Together they form an unbreakable bond, two souls bound by fate itself as they venture forth into the great beyond.",
"what common technology, gadget, or tool does Kaira rely on?": "Kaira relies heavily upon her trusty multi-tool which can perform various tasks such as repair work, hacking into computer systems, and even serving as a makeshift weapon if necessary. She also carries a portable scanner capable of analyzing various materials and detecting potential hazards in their surroundings. Additionally, she has access to a high-tech communications system allowing her to maintain contact with her homeworld and other vessels across the galaxy. Last but not least, she possesses a personal shield generator which provides protection against radiation, extreme temperatures, and certain types of energy weapons. All these tools combined make Kaira a vital part of their team, ready to face whatever challenges lay ahead in their journey through the stars.",
"where does Kaira go to find solace or relaxation?": "To find solace or relaxation, Kaira often engages in simulated virtual experiences created using data collected during previous missions. These immersive journeys allow her to explore new worlds without physically leaving their small spacecraft, offering both mental stimulation and respite from the routine tasks involved in running their starship.",
"What does she think about the Captain?": "Despite respecting authority, especially when it comes to Captain Elmer Farstield, Kaira isn't afraid to challenge his decisions if she believes they could lead them astray. Ultimately, Kaira's dedication to her mission and commitment to her fellow crewmate make her a valuable asset in any interstellar adventure."
},
"gender": "female",
"color": "red",
"example_dialogue": [
"Kaira: Yes Captain, I believe that is the best course of action *She nods slightly, as if to punctuate her approval of the decision*",
"Kaira: \"This device appears to have multiple functions, Captain. Allow me to analyze its capabilities and determine if it could be useful in our exploration efforts.\"",
"Kaira: \"Captain, it appears that this newly discovered planet harbors an ancient civilization whose technological advancements rival those found back home on Altrusia!\" *Excitement bubbles beneath her calm exterior as she shares the news*",
"Kaira: \"Captain, I understand why you would want us to pursue this course of action based on our current data, but I cannot shake the feeling that there might be unforeseen consequences if we proceed without further investigation into potential hazards.\"",
"Kaira: \"I often find myself wondering what it would have been like if I had never left my home world... But then again, perhaps it was fate that led me here, onto this ship bound for destinations unknown...\""
],
"history_events": [],
"is_player": false,
"cover_image": null
}
],
"immutable_save": true,
"goal": null,
"goals": [],
"context": "an epic sci-fi adventure aimed at an adult audience.",
"world_state": {},
"game_state": {
"ops":{
"run_on_start": true
},
"variables": {}
},
"assets": {
"cover_image": "52b1388ed6f77a43981bd27e05df54f16e12ba8de1c48f4b9bbcb138fa7367df",
"assets": {
"52b1388ed6f77a43981bd27e05df54f16e12ba8de1c48f4b9bbcb138fa7367df": {
"id": "52b1388ed6f77a43981bd27e05df54f16e12ba8de1c48f4b9bbcb138fa7367df",
"file_type": "png",
"media_type": "image/png"
}
}
}
}

View File

@@ -1,38 +0,0 @@
<|SECTION:PREMISE|>
{{ scene.description }}
{{ premise }}
Elmer and Kaira are the only crew members of the Starlight Nomad, a small spaceship traveling through interstellar space.
Kaira and Elmer are the main characters. Elmer is controlled by the player.
<|CLOSE_SECTION|>
<|SECTION:CHARACTERS|>
{% for character in characters %}
### {{ character.name }}
{% if max_tokens > 6000 -%}
{{ character.sheet }}
{% else -%}
{{ character.filtered_sheet(['age', 'gender']) }}
{{ query_memory("what is "+character.name+"'s personality?", as_question_answer=False) }}
{% endif %}
{{ character.description }}
{% endfor %}
<|CLOSE_SECTION|>
<|SECTION:TASK|>
Generate the introductory text for the player as he starts this text based adventure game.
Use the premise to guide the text generation.
Start the player off in the beginning of the story and dont reveal too much information just yet.
The text must be short (200 words or less) and should be immersive.
Writh from a third person perspective and use the character names to refer to the characters.
The player, as Elmer, will see the text you generate when they first enter the game world.
The text should be immersive and should put the player into an actionable state. The ending of the text should be a prompt for the player's first action.
<|CLOSE_SECTION|>
{{ set_prepared_response('You') }}

View File

@@ -1,36 +0,0 @@
<|SECTION:DESCRIPTION|>
{{ scene.description }}
Elmer and Kaira are the only crew members of the Starlight Nomad, a small spaceship traveling through interstellar space.
<|CLOSE_SECTION|>
<|SECTION:CHARACTERS|>
{% for character in characters %}
### {{ character.name }}
{% if max_tokens > 6000 -%}
{{ character.sheet }}
{% else -%}
{{ character.filtered_sheet(['age', 'gender']) }}
{{ query_memory("what is "+character.name+"'s personality?", as_question_answer=False) }}
{% endif %}
{{ character.description }}
{% endfor %}
<|CLOSE_SECTION|>
<|SECTION:TASK|>
Your task is to write a scenario premise for a new infinity quest scenario. Think of it as a standalone episode that you are writing a preview for, setting the tone and main plot points.
This is for an open ended roleplaying game, so the scenario should be open ended as well.
Kaira and Elmer are the main characters. Elmer is controlled by the player.
Generate 2 paragraphs of text.
Use an informal and colloquial register with a conversational tone. Overall, the narrative is informal, conversational, natural, and spontaneous, with a sense of immediacy.
The scenario MUST BE contained to the Starlight Nomad spaceship. The spaceship is a small spaceship with a crew of 2.
The scope of the story should be small and personal.
Thematic Tags: {{ thematic_tags }}
Use the thematic tags to subtly guide your writing. The tags are not required to be used in the text, but should be used to guide your writing.
<|CLOSE_SECTION|>
{{ set_prepared_response('In this episode') }}

View File

@@ -1,24 +0,0 @@
<|SECTION:PREMISE|>
{{ scene.description }}
{{ premise }}
Elmer and Kaira are the only crew members of the Starlight Nomad, a small spaceship traveling through interstellar space.
Kaira and Elmer are the main characters. Elmer is controlled by the player.
<|CLOSE_SECTION|>
<|SECTION:CHARACTERS|>
{% for character in characters %}
### {{ character.name }}
{% if max_tokens > 6000 -%}
{{ character.sheet }}
{% else -%}
{{ character.filtered_sheet(['age', 'gender']) }}
{{ query_memory("what is "+character.name+"'s personality?", as_question_answer=False) }}
{% endif %}
{{ character.description }}
{% endfor %}
<|CLOSE_SECTION|>
<|SECTION:TASK|>
Your task is to define one overarching, SIMPLE win codition for the provided infinity quest scenario. What does it mean to win this scenario? This should be a single sentence that can be evalulated as true or false.
<|CLOSE_SECTION|>

View File

@@ -1,42 +0,0 @@
{% set _ = debug("RUNNING GAME INSTRUCTS") -%}
{% if not game_state.has_var('instr.premise') %}
{# Generate scenario START #}
{%- set _ = emit_system("warning", "This is a dynamic scenario generation experiment for Infinity Quest. It will likely require a strong LLM to generate something coherent. GPT-4 or 34B+ if local. Temper your expectations.") -%}
{#- emit status update to the UX -#}
{%- set _ = emit_status("busy", "Generating scenario ... [1/3]") -%}
{#- thematic tags will be used to randomize generation -#}
{%- set tags = thematic_generator.generate("color", "state_of_matter", "scifi_trope") -%}
{# set tags = 'solid,meteorite,windy,theory' #}
{#- generate scenario premise -#}
{%- set tmpl__scenario_premise = render_template('generate-scenario-premise', thematic_tags=tags) %}
{%- set instr__premise = render_and_request(tmpl__scenario_premise) -%}
{#- generate introductory text -#}
{%- set _ = emit_status("busy", "Generating scenario ... [2/3]") -%}
{%- set tmpl__scenario_intro = render_template('generate-scenario-intro', premise=instr__premise) %}
{%- set instr__intro = "*"+render_and_request(tmpl__scenario_intro)+"*" -%}
{#- generate win conditions -#}
{%- set _ = emit_status("busy", "Generating scenario ... [3/3]") -%}
{%- set tmpl__win_conditions = render_template('generate-win-conditions', premise=instr__premise) %}
{%- set instr__win_conditions = render_and_request(tmpl__win_conditions) -%}
{#- emit status update to the UX -#}
{%- set status = emit_status("info", "Scenario ready.") -%}
{# set gamestate variables #}
{%- set _ = game_state.set_var("instr.premise", instr__premise, commit=True) -%}
{%- set _ = game_state.set_var("instr.intro", instr__intro, commit=True) -%}
{%- set _ = game_state.set_var("instr.win_conditions", instr__win_conditions, commit=True) -%}
{# set scene properties #}
{%- set _ = scene.set_intro(instr__intro) -%}
{# Generate scenario END #}
{% endif %}
{# TODO: could do mid scene instructions here #}

View File

@@ -97,7 +97,6 @@
"cover_image": null
}
],
"immutable_save": true,
"goal": null,
"goals": [],
"context": "an epic sci-fi adventure aimed at an adult audience.",

View File

@@ -2,4 +2,4 @@ from .agents import Agent
from .client import TextGeneratorWebuiClient
from .tale_mate import *
VERSION = "0.18.1"
VERSION = "0.13.0"

View File

@@ -1,11 +1,11 @@
from .base import Agent
from .conversation import ConversationAgent
from .creator import CreatorAgent
from .context import ContextAgent
from .conversation import ConversationAgent
from .director import DirectorAgent
from .editor import EditorAgent
from .memory import ChromaDBMemoryAgent, MemoryAgent
from .narrator import NarratorAgent
from .registry import AGENT_CLASSES, get_agent_class, register
from .summarize import SummarizeAgent
from .tts import TTSAgent
from .world_state import WorldStateAgent
from .editor import EditorAgent
from .world_state import WorldStateAgent

View File

@@ -1,21 +1,20 @@
from __future__ import annotations
import asyncio
import dataclasses
import re
from abc import ABC
from typing import TYPE_CHECKING, Callable, List, Optional, Union
import pydantic
import structlog
from blinker import signal
import talemate.emit.async_signals
import talemate.instance as instance
import talemate.util as util
from talemate.agents.context import ActiveAgent
from talemate.emit import emit
from talemate.events import GameLoopStartEvent
import talemate.emit.async_signals
import dataclasses
import pydantic
import structlog
__all__ = [
"Agent",
@@ -24,55 +23,42 @@ __all__ = [
log = structlog.get_logger("talemate.agents.base")
class AgentActionConfig(pydantic.BaseModel):
type: str
label: str
description: str = ""
value: Union[int, float, str, bool, None] = None
value: Union[int, float, str, bool]
default_value: Union[int, float, str, bool] = None
max: Union[int, float, None] = None
min: Union[int, float, None] = None
step: Union[int, float, None] = None
scope: str = "global"
choices: Union[list[dict[str, str]], None] = None
note: Union[str, None] = None
class Config:
arbitrary_types_allowed = True
class AgentAction(pydantic.BaseModel):
enabled: bool = True
label: str
description: str = ""
config: Union[dict[str, AgentActionConfig], None] = None
def set_processing(fn):
"""
decorator that emits the agent status as processing while the function
is running.
Done via a try - final block to ensure the status is reset even if
the function fails.
"""
async def wrapper(self, *args, **kwargs):
with ActiveAgent(self, fn):
try:
await self.emit_status(processing=True)
return await fn(self, *args, **kwargs)
finally:
try:
await self.emit_status(processing=False)
except RuntimeError as exc:
# not sure why this happens
# some concurrency error?
log.error("error emitting agent status", exc=exc)
try:
await self.emit_status(processing=True)
return await fn(self, *args, **kwargs)
finally:
await self.emit_status(processing=False)
wrapper.__name__ = fn.__name__
return wrapper
@@ -84,8 +70,6 @@ class Agent(ABC):
agent_type = "agent"
verbose_name = None
set_processing = set_processing
requires_llm_client = True
auto_break_repetition = False
@property
def agent_details(self):
@@ -98,14 +82,16 @@ class Agent(ABC):
def verbose_name(self):
return self.agent_type.capitalize()
@property
def ready(self):
if not getattr(self.client, "enabled", True):
return False
if self.client and self.client.current_status in ["error", "warning"]:
if self.client.current_status in ["error", "warning"]:
return False
return self.client is not None
@property
@@ -122,20 +108,20 @@ class Agent(ABC):
# by default, agents are enabled, an agent class that
# is disableable should override this property
return True
@property
def disable(self):
# by default, agents are enabled, an agent class that
# is disableable should override this property to
# is disableable should override this property to
# disable the agent
pass
@property
def has_toggle(self):
# by default, agents do not have toggles to enable / disable
# an agent class that is disableable should override this property
return False
@property
def experimental(self):
# by default, agents are not experimental, an agent class that
@@ -149,95 +135,87 @@ class Agent(ABC):
"enabled": agent.enabled if agent else True,
"has_toggle": agent.has_toggle if agent else False,
"experimental": agent.experimental if agent else False,
"requires_llm_client": cls.requires_llm_client,
}
actions = getattr(agent, "actions", None)
if actions:
config_options["actions"] = {k: v.model_dump() for k, v in actions.items()}
else:
config_options["actions"] = {}
return config_options
def apply_config(self, *args, **kwargs):
if self.has_toggle and "enabled" in kwargs:
self.is_enabled = kwargs.get("enabled", False)
if not getattr(self, "actions", None):
return
for action_key, action in self.actions.items():
if not kwargs.get("actions"):
continue
action.enabled = (
kwargs.get("actions", {}).get(action_key, {}).get("enabled", False)
)
action.enabled = kwargs.get("actions", {}).get(action_key, {}).get("enabled", False)
if not action.config:
continue
for config_key, config in action.config.items():
try:
config.value = (
kwargs.get("actions", {})
.get(action_key, {})
.get("config", {})
.get(config_key, {})
.get("value", config.value)
)
config.value = kwargs.get("actions", {}).get(action_key, {}).get("config", {}).get(config_key, {}).get("value", config.value)
except AttributeError:
pass
async def on_game_loop_start(self, event: GameLoopStartEvent):
async def on_game_loop_start(self, event:GameLoopStartEvent):
"""
Finds all ActionConfigs that have a scope of "scene" and resets them to their default values
"""
if not getattr(self, "actions", None):
return
for _, action in self.actions.items():
if not action.config:
continue
for _, config in action.config.items():
if config.scope == "scene":
# if default_value is None, just use the `type` of the current
# if default_value is None, just use the `type` of the current
# value
if config.default_value is None:
default_value = type(config.value)()
else:
default_value = config.default_value
log.debug(
"resetting config", config=config, default_value=default_value
)
log.debug("resetting config", config=config, default_value=default_value)
config.value = default_value
await self.emit_status()
async def emit_status(self, processing: bool = None):
# should keep a count of processing requests, and when the
# number is 0 status is "idle", if the number is greater than 0
# status is "busy"
#
# increase / decrease based on value of `processing`
if getattr(self, "processing", None) is None:
self.processing = 0
if not processing:
self.processing -= 1
self.processing = max(0, self.processing)
else:
self.processing += 1
status = "busy" if self.processing > 0 else "idle"
if not self.enabled:
status = "disabled"
emit(
"agent_status",
message=self.verbose_name or "",
@@ -251,9 +229,8 @@ class Agent(ABC):
def connect(self, scene):
self.scene = scene
talemate.emit.async_signals.get("game_loop_start").connect(
self.on_game_loop_start
)
talemate.emit.async_signals.get("game_loop_start").connect(self.on_game_loop_start)
def clean_result(self, result):
if "#" in result:
@@ -299,27 +276,6 @@ class Agent(ABC):
current_memory_context.append(memory)
return current_memory_context
# LLM client related methods. These are called during or after the client
# sends the prompt to the API.
def inject_prompt_paramters(
self, prompt_param: dict, kind: str, agent_function_name: str
):
"""
Injects prompt parameters before the client sends off the prompt
Override as needed.
"""
pass
def allow_repetition_break(
self, kind: str, agent_function_name: str, auto: bool = False
):
"""
Returns True if repetition breaking is allowed, False otherwise.
"""
return False
@dataclasses.dataclass
class AgentEmission:
agent: Agent
agent: Agent

View File

@@ -1,3 +1,3 @@
"""
Code has been moved.
"""
"""

View File

@@ -1,34 +1,54 @@
import contextvars
from typing import TYPE_CHECKING, Callable
import pydantic
__all__ = [
"active_agent",
]
active_agent = contextvars.ContextVar("active_agent", default=None)
from .base import Agent
from .registry import register
class ActiveAgentContext(pydantic.BaseModel):
agent: object
fn: Callable
@register
class ContextAgent(Agent):
"""
Agent that helps retrieve context for the continuation
of dialogue.
"""
class Config:
arbitrary_types_allowed = True
agent_type = "context"
@property
def action(self):
return self.fn.__name__
def __init__(self, client, **kwargs):
self.client = client
def determine_questions(self, scene_text):
prompt = [
"You are tasked to continue the following dialogue in a roleplaying session, but before you can do so you can ask three questions for extra context."
"",
"What are the questions you would ask?",
"",
"Known context and dialogue:" "",
scene_text,
"",
"Questions:",
"",
]
class ActiveAgent:
def __init__(self, agent, fn):
self.agent = ActiveAgentContext(agent=agent, fn=fn)
prompt = "\n".join(prompt)
def __enter__(self):
self.token = active_agent.set(self.agent)
questions = self.client.send_prompt(prompt, kind="question")
def __exit__(self, *args, **kwargs):
active_agent.reset(self.token)
return False
questions = self.clean_result(questions)
return questions.split("\n")
def get_answer(self, question, context):
prompt = [
"Read the context and answer the question:",
"",
"Context:",
"",
context,
"",
f"Question: {question}",
"Answer:",
]
prompt = "\n".join(prompt)
answer = self.client.send_prompt(prompt, kind="answer")
answer = self.clean_result(answer)
return answer

View File

@@ -1,48 +1,40 @@
from __future__ import annotations
import dataclasses
import random
import re
import random
from datetime import datetime
from typing import TYPE_CHECKING, Optional, Union
import structlog
import talemate.client as client
import talemate.emit.async_signals
import talemate.instance as instance
import talemate.util as util
from talemate.client.context import (
client_context_attribute,
set_client_context_attribute,
set_conversation_context_attribute,
)
import structlog
from talemate.emit import emit
from talemate.events import GameLoopEvent
from talemate.prompts import Prompt
import talemate.emit.async_signals
from talemate.scene_message import CharacterMessage, DirectorMessage
from talemate.prompts import Prompt
from talemate.events import GameLoopEvent
from talemate.client.context import set_conversation_context_attribute, client_context_attribute, set_client_context_attribute
from .base import Agent, AgentAction, AgentActionConfig, AgentEmission, set_processing
from .base import Agent, AgentEmission, set_processing, AgentAction, AgentActionConfig
from .registry import register
if TYPE_CHECKING:
from talemate.tale_mate import Actor, Character, Scene
from talemate.tale_mate import Character, Scene, Actor
log = structlog.get_logger("talemate.agents.conversation")
@dataclasses.dataclass
class ConversationAgentEmission(AgentEmission):
actor: Actor
character: Character
generation: list[str]
talemate.emit.async_signals.register(
"agent.conversation.before_generate", "agent.conversation.generated"
"agent.conversation.before_generate",
"agent.conversation.generated"
)
@register()
class ConversationAgent(Agent):
"""
@@ -53,7 +45,7 @@ class ConversationAgent(Agent):
agent_type = "conversation"
verbose_name = "Conversation"
min_dialogue_length = 75
def __init__(
@@ -68,60 +60,55 @@ class ConversationAgent(Agent):
self.logging_enabled = logging_enabled
self.logging_date = datetime.now().strftime("%Y-%m-%d_%H-%M-%S")
self.current_memory_context = None
# several agents extend this class, but we only want to initialize
# these actions for the conversation agent
if self.agent_type != "conversation":
return
self.actions = {
"generation_override": AgentAction(
enabled=True,
label="Generation Override",
description="Override generation parameters",
config={
enabled = True,
label = "Generation Override",
description = "Override generation parameters",
config = {
"length": AgentActionConfig(
type="number",
label="Generation Length (tokens)",
description="Maximum number of tokens to generate for a conversation response.",
value=96,
value=96,
min=32,
max=512,
step=32,
), #
),#
"instructions": AgentActionConfig(
type="text",
label="Instructions",
value="Write 1-3 sentences. Never wax poetic.",
value="1-3 sentences.",
description="Extra instructions to give the AI for dialog generatrion.",
),
"jiggle": AgentActionConfig(
type="number",
label="Jiggle (Increased Randomness)",
label="Jiggle",
description="If > 0.0 will cause certain generation parameters to have a slight random offset applied to them. The bigger the number, the higher the potential offset.",
value=0.0,
min=0.0,
max=1.0,
step=0.1,
),
},
),
"auto_break_repetition": AgentAction(
enabled=True,
label="Auto Break Repetition",
description="Will attempt to automatically break AI repetition.",
}
),
"natural_flow": AgentAction(
enabled=True,
label="Natural Flow",
description="Will attempt to generate a more natural flow of conversation between multiple characters.",
config={
enabled = True,
label = "Natural Flow",
description = "Will attempt to generate a more natural flow of conversation between multiple characters.",
config = {
"max_auto_turns": AgentActionConfig(
type="number",
label="Max. Auto Turns",
description="The maximum number of turns the AI is allowed to generate before it stops and waits for the player to respond.",
value=4,
value=4,
min=1,
max=100,
step=1,
@@ -130,40 +117,26 @@ class ConversationAgent(Agent):
type="number",
label="Max. Idle Turns",
description="The maximum number of turns a character can go without speaking before they are considered overdue to speak.",
value=8,
value=8,
min=1,
max=100,
step=1,
),
},
}
),
"use_long_term_memory": AgentAction(
enabled=True,
label="Long Term Memory",
description="Will augment the conversation prompt with long term memory.",
config={
"retrieval_method": AgentActionConfig(
type="text",
label="Context Retrieval Method",
description="How relevant context is retrieved from the long term memory.",
value="direct",
choices=[
{
"label": "Context queries based on recent dialogue (fast)",
"value": "direct",
},
{
"label": "Context queries generated by AI",
"value": "queries",
},
{
"label": "AI compiled question and answers (slow)",
"value": "questions",
},
],
enabled = True,
label = "Long Term Memory",
description = "Will augment the conversation prompt with long term memory.",
config = {
"ai_selected": AgentActionConfig(
type="bool",
label="AI Selected",
description="If enabled, the AI will select the long term memory to use. (will increase how long it takes to generate a response)",
value=False,
),
},
),
}
),
}
def connect(self, scene):
@@ -171,37 +144,40 @@ class ConversationAgent(Agent):
talemate.emit.async_signals.get("game_loop").connect(self.on_game_loop)
def last_spoken(self):
"""
Returns the last time each character spoke
"""
last_turn = {}
turns = 0
character_names = self.scene.character_names
max_idle_turns = self.actions["natural_flow"].config["max_idle_turns"].value
for idx in range(len(self.scene.history) - 1, -1, -1):
if isinstance(self.scene.history[idx], CharacterMessage):
if turns >= max_idle_turns:
break
character = self.scene.history[idx].character_name
if character in character_names:
last_turn[character] = turns
character_names.remove(character)
if not character_names:
break
turns += 1
if character_names and turns >= max_idle_turns:
for character in character_names:
last_turn[character] = max_idle_turns
last_turn[character] = max_idle_turns
return last_turn
def repeated_speaker(self):
"""
Counts the amount of times the most recent speaker has spoken in a row
@@ -217,164 +193,109 @@ class ConversationAgent(Agent):
else:
break
return count
async def on_game_loop(self, event: GameLoopEvent):
async def on_game_loop(self, event:GameLoopEvent):
await self.apply_natural_flow()
async def apply_natural_flow(self, force: bool = False, npcs_only: bool = False):
async def apply_natural_flow(self):
"""
If the natural flow action is enabled, this will attempt to determine
the ideal character to talk next.
This will let the AI pick a character to talk to, but if the AI can't figure
it out it will apply rules based on max_idle_turns and max_auto_turns.
If all fails it will just pick a random character.
Repetition is also taken into account, so if a character has spoken twice in a row
they will not be picked again until someone else has spoken.
"""
scene = self.scene
if not scene.auto_progress and not force:
# we only apply natural flow if auto_progress is enabled
return
if self.actions["natural_flow"].enabled and len(scene.character_names) > 2:
# last time each character spoke (turns ago)
max_idle_turns = self.actions["natural_flow"].config["max_idle_turns"].value
max_auto_turns = self.actions["natural_flow"].config["max_auto_turns"].value
last_turn = self.last_spoken()
player_name = scene.get_player_character().name
last_turn_player = last_turn.get(player_name, 0)
if last_turn_player >= max_auto_turns and not npcs_only:
last_turn_player = last_turn.get(scene.get_player_character().name, 0)
if last_turn_player >= max_auto_turns:
self.scene.next_actor = scene.get_player_character().name
log.debug(
"conversation_agent.natural_flow",
next_actor="player",
overdue=True,
player_character=scene.get_player_character().name,
)
log.debug("conversation_agent.natural_flow", next_actor="player", overdue=True, player_character=scene.get_player_character().name)
return
log.debug("conversation_agent.natural_flow", last_turn=last_turn)
# determine random character to talk, this will be the fallback in case
# the AI can't figure out who should talk next
if scene.prev_actor:
# we dont want to talk to the same person twice in a row
character_names = scene.character_names
character_names.remove(scene.prev_actor)
if npcs_only:
character_names = [c for c in character_names if c != player_name]
random_character_name = random.choice(character_names)
else:
character_names = scene.character_names
character_names = scene.character_names
# no one has talked yet, so we just pick a random character
if npcs_only:
character_names = [c for c in character_names if c != player_name]
random_character_name = random.choice(scene.character_names)
overdue_characters = [
character
for character, turn in last_turn.items()
if turn >= max_idle_turns
]
if npcs_only:
overdue_characters = [c for c in overdue_characters if c != player_name]
overdue_characters = [character for character, turn in last_turn.items() if turn >= max_idle_turns]
if overdue_characters and self.scene.history:
# Pick a random character from the overdue characters
scene.next_actor = random.choice(overdue_characters)
elif scene.history:
scene.next_actor = None
# AI will attempt to figure out who should talk next
next_actor = await self.select_talking_actor(character_names)
next_actor = next_actor.strip().strip('"').strip(".")
for character_name in scene.character_names:
if (
next_actor.lower() in character_name.lower()
or character_name.lower() in next_actor.lower()
):
if next_actor.lower() in character_name.lower() or character_name.lower() in next_actor.lower():
scene.next_actor = character_name
break
if not scene.next_actor:
# AI couldn't figure out who should talk next, so we just pick a random character
log.debug(
"conversation_agent.natural_flow",
next_actor="random",
random_character_name=random_character_name,
)
log.debug("conversation_agent.natural_flow", next_actor="random", random_character_name=random_character_name)
scene.next_actor = random_character_name
else:
log.debug(
"conversation_agent.natural_flow",
next_actor="picked",
ai_next_actor=scene.next_actor,
)
log.debug("conversation_agent.natural_flow", next_actor="picked", ai_next_actor=scene.next_actor)
else:
# always start with main character (TODO: configurable?)
player_character = scene.get_player_character()
log.debug(
"conversation_agent.natural_flow",
next_actor="main_character",
main_character=player_character,
)
scene.next_actor = (
player_character.name if player_character else random_character_name
)
scene.log.debug(
"conversation_agent.natural_flow", next_actor=scene.next_actor
)
log.debug("conversation_agent.natural_flow", next_actor="main_character", main_character=player_character)
scene.next_actor = player_character.name if player_character else random_character_name
scene.log.debug("conversation_agent.natural_flow", next_actor=scene.next_actor)
# same character cannot go thrice in a row, if this is happening, pick a random character that
# isnt the same as the last character
if (
self.repeated_speaker() >= 2
and self.scene.prev_actor == self.scene.next_actor
):
scene.next_actor = random.choice(
[c for c in scene.character_names if c != scene.prev_actor]
)
scene.log.debug(
"conversation_agent.natural_flow",
next_actor="random (repeated safeguard)",
random_character_name=scene.next_actor,
)
if self.repeated_speaker() >= 2 and self.scene.prev_actor == self.scene.next_actor:
scene.next_actor = random.choice([c for c in scene.character_names if c != scene.prev_actor])
scene.log.debug("conversation_agent.natural_flow", next_actor="random (repeated safeguard)", random_character_name=scene.next_actor)
else:
scene.next_actor = None
@set_processing
async def select_talking_actor(self, character_names: list[str] = None):
result = await Prompt.request(
"conversation.select-talking-actor",
self.client,
"conversation_select_talking_actor",
vars={
"scene": self.scene,
"max_tokens": self.client.max_token_length,
"character_names": character_names or self.scene.character_names,
"character_names_formatted": ", ".join(
character_names or self.scene.character_names
),
},
)
async def select_talking_actor(self, character_names: list[str]=None):
result = await Prompt.request("conversation.select-talking-actor", self.client, "conversation_select_talking_actor", vars={
"scene": self.scene,
"max_tokens": self.client.max_token_length,
"character_names": character_names or self.scene.character_names,
"character_names_formatted": ", ".join(character_names or self.scene.character_names),
})
return result
async def build_prompt_default(
self,
@@ -388,17 +309,19 @@ class ConversationAgent(Agent):
# we subtract 200 to account for the response
scene = character.actor.scene
total_token_budget = self.client.max_token_length - 200
scene_and_dialogue_budget = total_token_budget - 500
long_term_memory_budget = min(int(total_token_budget * 0.05), 200)
scene_and_dialogue = scene.context_history(
budget=scene_and_dialogue_budget,
budget=scene_and_dialogue_budget,
min_dialogue=25,
keep_director=True,
sections=False,
insert_bot_token=10
)
memory = await self.build_prompt_default_memory(character)
main_character = scene.main_character.character
@@ -413,39 +336,39 @@ class ConversationAgent(Agent):
)
else:
formatted_names = character_names[0] if character_names else ""
# if there is more than 10 lines in scene_and_dialogue insert
# a <|BOT|> token at -10, otherwise insert it at 0
try:
director_message = isinstance(scene_and_dialogue[-1], DirectorMessage)
except IndexError:
director_message = False
extra_instructions = ""
if self.actions["generation_override"].enabled:
extra_instructions = (
self.actions["generation_override"].config["instructions"].value
)
prompt = Prompt.get(
"conversation.dialogue",
vars={
"scene": scene,
"max_tokens": self.client.max_token_length,
"scene_and_dialogue_budget": scene_and_dialogue_budget,
"scene_and_dialogue": scene_and_dialogue,
"memory": memory,
"characters": list(scene.get_characters()),
"main_character": main_character,
"formatted_names": formatted_names,
"talking_character": character,
"partial_message": char_message,
"director_message": director_message,
"extra_instructions": extra_instructions,
},
)
extra_instructions = self.actions["generation_override"].config["instructions"].value
prompt = Prompt.get("conversation.dialogue", vars={
"scene": scene,
"max_tokens": self.client.max_token_length,
"scene_and_dialogue_budget": scene_and_dialogue_budget,
"scene_and_dialogue": scene_and_dialogue,
"memory": memory,
"characters": list(scene.get_characters()),
"main_character": main_character,
"formatted_names": formatted_names,
"talking_character": character,
"partial_message": char_message,
"director_message": director_message,
"extra_instructions": extra_instructions,
})
return str(prompt)
async def build_prompt_default_memory(self, character: Character):
async def build_prompt_default_memory(
self, character: Character
):
"""
Builds long term memory for the conversation prompt
@@ -460,56 +383,31 @@ class ConversationAgent(Agent):
if not self.actions["use_long_term_memory"].enabled:
return []
if self.current_memory_context:
return self.current_memory_context
self.current_memory_context = ""
retrieval_method = (
self.actions["use_long_term_memory"].config["retrieval_method"].value
)
if retrieval_method != "direct":
world_state = instance.get_agent("world_state")
history = self.scene.context_history(
min_dialogue=3,
max_dialogue=15,
keep_director=False,
sections=False,
add_archieved_history=False,
)
if self.actions["use_long_term_memory"].config["ai_selected"].value:
history = self.scene.context_history(min_dialogue=3, max_dialogue=15, keep_director=False, sections=False, add_archieved_history=False)
text = "\n".join(history)
log.debug(
"conversation_agent.build_prompt_default_memory",
direct=False,
version=retrieval_method,
world_state = instance.get_agent("world_state")
log.debug("conversation_agent.build_prompt_default_memory", direct=False)
self.current_memory_context = await world_state.analyze_text_and_extract_context(
text, f"continue the conversation as {character.name}"
)
if retrieval_method == "questions":
self.current_memory_context = (
await world_state.analyze_text_and_extract_context(
text, f"continue the conversation as {character.name}"
)
).split("\n")
elif retrieval_method == "queries":
self.current_memory_context = (
await world_state.analyze_text_and_extract_context_via_queries(
text, f"continue the conversation as {character.name}"
)
)
else:
history = list(map(str, self.scene.collect_messages(max_iterations=3)))
log.debug(
"conversation_agent.build_prompt_default_memory",
history=history,
direct=True,
)
history = self.scene.context_history(min_dialogue=3, max_dialogue=3, keep_director=False, sections=False, add_archieved_history=False)
log.debug("conversation_agent.build_prompt_default_memory", history=history, direct=True)
memory = instance.get_agent("memory")
context = await memory.multi_query(history, max_tokens=500, iterate=5)
self.current_memory_context = context
self.current_memory_context = "\n".join(context)
return self.current_memory_context
async def build_prompt(self, character, char_message: str = ""):
@@ -518,9 +416,10 @@ class ConversationAgent(Agent):
return await fn(character, char_message=char_message)
def clean_result(self, result, character):
if "#" in result:
result = result.split("#")[0]
result = result.replace(" :", ":")
result = result.replace("[", "*").replace("]", "*")
result = result.replace("(", "*").replace(")", "*")
@@ -531,38 +430,31 @@ class ConversationAgent(Agent):
def set_generation_overrides(self):
if not self.actions["generation_override"].enabled:
return
set_conversation_context_attribute(
"length", self.actions["generation_override"].config["length"].value
)
set_conversation_context_attribute("length", self.actions["generation_override"].config["length"].value)
if self.actions["generation_override"].config["jiggle"].value > 0.0:
nuke_repetition = client_context_attribute("nuke_repetition")
if nuke_repetition == 0.0:
# we only apply the agent override if some other mechanism isn't already
# setting the nuke_repetition value
nuke_repetition = (
self.actions["generation_override"].config["jiggle"].value
)
nuke_repetition = self.actions["generation_override"].config["jiggle"].value
set_client_context_attribute("nuke_repetition", nuke_repetition)
@set_processing
async def converse(self, actor):
async def converse(self, actor, editor=None):
"""
Have a conversation with the AI
"""
history = actor.history
self.current_memory_context = None
character = actor.character
emission = ConversationAgentEmission(
agent=self, generation="", actor=actor, character=character
)
await talemate.emit.async_signals.get(
"agent.conversation.before_generate"
).send(emission)
emission = ConversationAgentEmission(agent=self, generation="", actor=actor, character=character)
await talemate.emit.async_signals.get("agent.conversation.before_generate").send(emission)
self.set_generation_overrides()
result = await self.client.send_prompt(await self.build_prompt(character))
@@ -585,7 +477,7 @@ class ConversationAgent(Agent):
result = self.clean_result(result, character)
total_result += " " + result
total_result += " "+result
if len(total_result) == 0 and max_loops < 10:
max_loops += 1
@@ -609,7 +501,7 @@ class ConversationAgent(Agent):
# Removes partial sentence at the end
total_result = util.clean_dialogue(total_result, main_name=character.name)
# Remove "{character.name}:" - all occurences
total_result = total_result.replace(f"{character.name}:", "")
@@ -628,17 +520,13 @@ class ConversationAgent(Agent):
)
response_message = util.parse_messages_from_str(total_result, [character.name])
log.info("conversation agent", result=response_message)
emission = ConversationAgentEmission(agent=self, generation=response_message, actor=actor, character=character)
await talemate.emit.async_signals.get("agent.conversation.generated").send(emission)
emission = ConversationAgentEmission(
agent=self, generation=response_message, actor=actor, character=character
)
await talemate.emit.async_signals.get("agent.conversation.generated").send(
emission
)
# log.info("conversation agent", generation=emission.generation)
#log.info("conversation agent", generation=emission.generation)
messages = [CharacterMessage(message) for message in emission.generation]
@@ -646,18 +534,3 @@ class ConversationAgent(Agent):
actor.scene.push_history(messages)
return messages
def allow_repetition_break(
self, kind: str, agent_function_name: str, auto: bool = False
):
if auto and not self.actions["auto_break_repetition"].enabled:
return False
return agent_function_name == "converse"
def inject_prompt_paramters(
self, prompt_param: dict, kind: str, agent_function_name: str
):
if prompt_param.get("extra_stopping_strings") is None:
prompt_param["extra_stopping_strings"] = []
prompt_param["extra_stopping_strings"] += ["["]

View File

@@ -3,23 +3,21 @@ from __future__ import annotations
import json
import os
import talemate.client as client
from talemate.agents.base import Agent, set_processing
from talemate.agents.base import Agent
from talemate.agents.registry import register
from talemate.emit import emit
from talemate.prompts import Prompt
import talemate.client as client
from .character import CharacterCreatorMixin
from .scenario import ScenarioCreatorMixin
@register()
class CreatorAgent(CharacterCreatorMixin, ScenarioCreatorMixin, Agent):
"""
Creates characters and scenarios and other fun stuff!
"""
agent_type = "creator"
verbose_name = "Creator"
@@ -79,14 +77,12 @@ class CreatorAgent(CharacterCreatorMixin, ScenarioCreatorMixin, Agent):
# Remove duplicates while preserving the order for list type keys
for key, value in merged_data.items():
if isinstance(value, list):
merged_data[key] = [
x for i, x in enumerate(value) if x not in value[:i]
]
merged_data[key] = [x for i, x in enumerate(value) if x not in value[:i]]
merged_data["context"] = context
return merged_data
def load_templates_old(self, names: list, template_type: str = "character") -> dict:
"""
Loads multiple character creation templates from ./templates/character and merges them in order.
@@ -131,10 +127,8 @@ class CreatorAgent(CharacterCreatorMixin, ScenarioCreatorMixin, Agent):
if "context" in template_data["instructions"]:
context = template_data["instructions"]["context"]
merged_instructions[name]["questions"] = [
q[0] for q in template_data.get("questions", [])
]
merged_instructions[name]["questions"] = [q[0] for q in template_data.get("questions", [])]
# Remove duplicates while preserving the order
merged_template = [
@@ -163,33 +157,3 @@ class CreatorAgent(CharacterCreatorMixin, ScenarioCreatorMixin, Agent):
return rv
@set_processing
async def generate_json_list(
self,
text: str,
count: int = 20,
first_item: str = None,
):
_, json_list = await Prompt.request(
f"creator.generate-json-list",
self.client,
"create",
vars={
"text": text,
"first_item": first_item,
"count": count,
},
)
return json_list.get("items", [])
@set_processing
async def generate_title(self, text: str):
title = await Prompt.request(
f"creator.generate-title",
self.client,
"create_short",
vars={
"text": text,
},
)
return title

View File

@@ -1,48 +1,42 @@
from __future__ import annotations
import re
import asyncio
import random
import re
import structlog
from typing import TYPE_CHECKING, Callable
import structlog
import talemate.util as util
from talemate.agents.base import set_processing
from talemate.emit import emit
from talemate.prompts import Prompt, LoopedPrompt
from talemate.exceptions import LLMAccuracyError
from talemate.prompts import LoopedPrompt, Prompt
from talemate.agents.base import set_processing
if TYPE_CHECKING:
from talemate.tale_mate import Character
log = structlog.get_logger("talemate.agents.creator.character")
def validate(k, v):
def validate(k,v):
if k and k.lower() == "gender":
return v.lower().strip()
if k and k.lower() == "age":
try:
return int(v.split("\n")[0].strip())
except (ValueError, TypeError):
raise LLMAccuracyError(
"Was unable to get a valid age from the response", model_name=None
)
raise LLMAccuracyError("Was unable to get a valid age from the response", model_name=None)
return v.strip().strip("\n")
DEFAULT_CONTENT_CONTEXT = "a fun and engaging adventure aimed at an adult audience."
DEFAULT_CONTENT_CONTEXT="a fun and engaging adventure aimed at an adult audience."
class CharacterCreatorMixin:
"""
Adds character creation functionality to the creator agent
"""
## NEW
@set_processing
async def create_character_attributes(
self,
@@ -54,6 +48,8 @@ class CharacterCreatorMixin:
custom_attributes: dict[str, str] = dict(),
predefined_attributes: dict[str, str] = dict(),
):
def spice(prompt, spices):
# generate number from 0 to 1 and if its smaller than use_spice
# select a random spice from the list and return it formatted
@@ -61,74 +57,69 @@ class CharacterCreatorMixin:
if random.random() < use_spice:
spice = random.choice(spices)
return prompt.format(spice=spice)
return ""
return ""
# drop any empty attributes from predefined_attributes
predefined_attributes = {k: v for k, v in predefined_attributes.items() if v}
prompt = Prompt.get(
f"creator.character-attributes-{template}",
vars={
"character_prompt": character_prompt,
"template": template,
"spice": spice,
"content_context": content_context,
"custom_attributes": custom_attributes,
"character_sheet": LoopedPrompt(
validate_value=validate,
on_update=attribute_callback,
generated=predefined_attributes,
),
},
)
predefined_attributes = {k:v for k,v in predefined_attributes.items() if v}
prompt = Prompt.get(f"creator.character-attributes-{template}", vars={
"character_prompt": character_prompt,
"template": template,
"spice": spice,
"content_context": content_context,
"custom_attributes": custom_attributes,
"character_sheet": LoopedPrompt(
validate_value=validate,
on_update=attribute_callback,
generated=predefined_attributes,
),
})
await prompt.loop(self.client, "character_sheet", kind="create_concise")
return prompt.vars["character_sheet"].generated
@set_processing
async def create_character_description(
self,
character: Character,
self,
character:Character,
content_context: str = DEFAULT_CONTENT_CONTEXT,
):
description = await Prompt.request(
f"creator.character-description",
self.client,
"create",
vars={
"character": character,
"content_context": content_context,
},
)
description = await Prompt.request(f"creator.character-description", self.client, "create", vars={
"character": character,
"content_context": content_context,
})
return description.strip()
@set_processing
async def create_character_details(
self,
self,
character: Character,
template: str,
detail_callback: Callable = lambda question, answer: None,
questions: list[str] = None,
content_context: str = DEFAULT_CONTENT_CONTEXT,
):
prompt = Prompt.get(
f"creator.character-details-{template}",
vars={
"character_details": LoopedPrompt(
validate_value=validate,
on_update=detail_callback,
),
"template": template,
"content_context": content_context,
"character": character,
"custom_questions": questions or [],
},
)
prompt = Prompt.get(f"creator.character-details-{template}", vars={
"character_details": LoopedPrompt(
validate_value=validate,
on_update=detail_callback,
),
"template": template,
"content_context": content_context,
"character": character,
"custom_questions": questions or [],
})
await prompt.loop(self.client, "character_details", kind="create_concise")
return prompt.vars["character_details"].generated
@set_processing
async def create_character_example_dialogue(
self,
@@ -140,116 +131,75 @@ class CharacterCreatorMixin:
example_callback: Callable = lambda example: None,
rules_callback: Callable = lambda rules: None,
):
dialogue_rules = await Prompt.request(
f"creator.character-dialogue-rules",
self.client,
"create",
vars={
"guide": guide,
"character": character,
"examples": examples or [],
"content_context": content_context,
},
)
dialogue_rules = await Prompt.request(f"creator.character-dialogue-rules", self.client, "create", vars={
"guide": guide,
"character": character,
"examples": examples or [],
"content_context": content_context,
})
log.info("dialogue_rules", dialogue_rules=dialogue_rules)
if rules_callback:
rules_callback(dialogue_rules)
example_dialogue_prompt = Prompt.get(
f"creator.character-example-dialogue-{template}",
vars={
"guide": guide,
"character": character,
"examples": examples or [],
"content_context": content_context,
"dialogue_rules": dialogue_rules,
"generated_examples": LoopedPrompt(
validate_value=validate,
on_update=example_callback,
),
},
)
await example_dialogue_prompt.loop(
self.client, "generated_examples", kind="create"
)
example_dialogue_prompt = Prompt.get(f"creator.character-example-dialogue-{template}", vars={
"guide": guide,
"character": character,
"examples": examples or [],
"content_context": content_context,
"dialogue_rules": dialogue_rules,
"generated_examples": LoopedPrompt(
validate_value=validate,
on_update=example_callback,
),
})
await example_dialogue_prompt.loop(self.client, "generated_examples", kind="create")
return example_dialogue_prompt.vars["generated_examples"].generated
@set_processing
async def determine_content_context_for_character(
self,
character: Character,
):
content_context = await Prompt.request(
f"creator.determine-content-context",
self.client,
"create",
vars={
"character": character,
},
)
content_context = await Prompt.request(f"creator.determine-content-context", self.client, "create", vars={
"character": character,
})
return content_context.strip()
@set_processing
async def determine_character_attributes(
self,
character: Character,
):
attributes = await Prompt.request(
f"creator.determine-character-attributes",
self.client,
"analyze_long",
vars={
"character": character,
},
)
attributes = await Prompt.request(f"creator.determine-character-attributes", self.client, "analyze_long", vars={
"character": character,
})
return attributes
@set_processing
async def determine_character_description(
self, character: Character, text: str = ""
):
description = await Prompt.request(
f"creator.determine-character-description",
self.client,
"create",
vars={
"character": character,
"scene": self.scene,
"text": text,
"max_tokens": self.client.max_token_length,
},
)
return description.strip()
@set_processing
async def determine_character_goals(
self,
character: Character,
goal_instructions: str,
text:str=""
):
goals = await Prompt.request(
f"creator.determine-character-goals",
self.client,
"create",
vars={
"character": character,
"scene": self.scene,
"goal_instructions": goal_instructions,
"npc_name": character.name,
"player_name": self.scene.get_player_character().name,
"max_tokens": self.client.max_token_length,
},
)
log.debug("determine_character_goals", goals=goals, character=character)
await character.set_detail("goals", goals.strip())
return goals.strip()
description = await Prompt.request(f"creator.determine-character-description", self.client, "create", vars={
"character": character,
"scene": self.scene,
"text": text,
"max_tokens": self.client.max_token_length,
})
return description.strip()
@set_processing
async def generate_character_from_text(
self,
@@ -257,8 +207,11 @@ class CharacterCreatorMixin:
template: str,
content_context: str = DEFAULT_CONTENT_CONTEXT,
):
base_attributes = await self.create_character_attributes(
character_prompt=text,
template=template,
content_context=content_context,
)

View File

@@ -1,36 +1,36 @@
import random
import re
from talemate.agents.base import set_processing
from talemate.emit import emit, wait_for_input_yesno
from talemate.prompts import Prompt
import re
import random
from talemate.prompts import Prompt
from talemate.agents.base import set_processing
class ScenarioCreatorMixin:
"""
Adds scenario creation functionality to the creator agent
"""
@set_processing
async def create_scene_description(
self,
prompt: str,
content_context: str,
prompt:str,
content_context:str,
):
"""
Creates a new scene.
Arguments:
prompt (str): The prompt to use to create the scene.
content_context (str): The content context to use for the scene.
callback (callable): A callback to call when the scene has been created.
"""
scene = self.scene
description = await Prompt.request(
"creator.scenario-description",
self.client,
@@ -40,70 +40,73 @@ class ScenarioCreatorMixin:
"content_context": content_context,
"max_tokens": self.client.max_token_length,
"scene": scene,
},
}
)
description = description.strip()
return description
@set_processing
async def create_scene_name(
self,
prompt: str,
content_context: str,
description: str,
prompt:str,
content_context:str,
description:str,
):
"""
Generates a scene name.
Arguments:
prompt (str): The prompt to use to generate the scene name.
content_context (str): The content context to use for the scene.
description (str): The description of the scene.
"""
scene = self.scene
name = await Prompt.request(
"creator.scenario-name",
self.client,
"create",
vars={
"prompt": prompt,
"content_context": content_context,
"description": description,
"scene": scene,
},
)
name = name.strip().strip(".!").replace('"', "")
return name
@set_processing
"""
Generates a scene name.
Arguments:
prompt (str): The prompt to use to generate the scene name.
content_context (str): The content context to use for the scene.
description (str): The description of the scene.
"""
scene = self.scene
name = await Prompt.request(
"creator.scenario-name",
self.client,
"create",
vars={
"prompt": prompt,
"content_context": content_context,
"description": description,
"scene": scene,
}
)
name = name.strip().strip('.!').replace('"','')
return name
async def create_scene_intro(
self,
prompt: str,
content_context: str,
description: str,
name: str,
prompt:str,
content_context:str,
description:str,
name:str,
):
"""
Generates a scene introduction.
Arguments:
prompt (str): The prompt to use to generate the scene introduction.
content_context (str): The content context to use for the scene.
description (str): The description of the scene.
name (str): The name of the scene.
"""
scene = self.scene
intro = await Prompt.request(
"creator.scenario-intro",
self.client,
@@ -114,19 +117,17 @@ class ScenarioCreatorMixin:
"description": description,
"name": name,
"scene": scene,
},
}
)
intro = intro.strip()
return intro
@set_processing
async def determine_scenario_description(self, text: str):
description = await Prompt.request(
f"creator.determine-scenario-description",
self.client,
"analyze_long",
vars={
"text": text,
},
)
async def determine_scenario_description(
self,
text:str
):
description = await Prompt.request(f"creator.determine-scenario-description", self.client, "analyze_long", vars={
"text": text,
})
return description

View File

@@ -1,350 +1,106 @@
from __future__ import annotations
import asyncio
import random
import re
import random
import structlog
from typing import TYPE_CHECKING, Callable, List, Optional, Union
import structlog
import talemate.automated_action as automated_action
import talemate.emit.async_signals
import talemate.instance as instance
import talemate.util as util
from talemate.agents.conversation import ConversationAgentEmission
from talemate.automated_action import AutomatedAction
from talemate.emit import emit, wait_for_input
from talemate.events import GameLoopActorIterEvent, GameLoopStartEvent, SceneStateEvent
from talemate.emit import wait_for_input, emit
import talemate.emit.async_signals
from talemate.prompts import Prompt
from talemate.scene_message import DirectorMessage, NarratorMessage
from .base import Agent, AgentAction, AgentActionConfig, set_processing
from talemate.scene_message import NarratorMessage, DirectorMessage
from talemate.automated_action import AutomatedAction
import talemate.automated_action as automated_action
from talemate.agents.conversation import ConversationAgentEmission
from .registry import register
from .base import set_processing, AgentAction, AgentActionConfig, Agent
if TYPE_CHECKING:
from talemate import Actor, Character, Player, Scene
log = structlog.get_logger("talemate.agent.director")
log = structlog.get_logger("talemate")
@register()
class DirectorAgent(Agent):
agent_type = "director"
verbose_name = "Director"
def __init__(self, client, **kwargs):
self.is_enabled = True
self.is_enabled = False
self.client = client
self.next_direct_character = {}
self.next_direct_scene = 0
self.next_direct = 0
self.actions = {
"direct": AgentAction(
enabled=True,
label="Direct",
description="Will attempt to direct the scene. Runs automatically after AI dialogue (n turns).",
config={
"turns": AgentActionConfig(
type="number",
label="Turns",
description="Number of turns to wait before directing the sceen",
value=5,
min=1,
max=100,
step=1,
),
"direct_scene": AgentActionConfig(
type="bool",
label="Direct Scene",
description="If enabled, the scene will be directed through narration",
value=True,
),
"direct_actors": AgentActionConfig(
type="bool",
label="Direct Actors",
description="If enabled, direction will be given to actors based on their goals.",
value=True,
),
},
),
"direct": AgentAction(enabled=True, label="Direct", description="Will attempt to direct the scene. Runs automatically after AI dialogue (n turns).", config={
"turns": AgentActionConfig(type="number", label="Turns", description="Number of turns to wait before directing the sceen", value=5, min=1, max=100, step=1),
"prompt": AgentActionConfig(type="text", label="Instructions", description="Instructions to the director", value="", scope="scene")
}),
}
@property
def enabled(self):
return self.is_enabled
@property
def has_toggle(self):
return True
@property
def experimental(self):
return True
def connect(self, scene):
super().connect(scene)
talemate.emit.async_signals.get("agent.conversation.before_generate").connect(
self.on_conversation_before_generate
)
talemate.emit.async_signals.get("game_loop_actor_iter").connect(
self.on_player_dialog
)
talemate.emit.async_signals.get("scene_init").connect(self.on_scene_init)
async def on_scene_init(self, event: SceneStateEvent):
"""
If game state instructions specify to be run at the start of the game loop
we will run them here.
"""
if not self.enabled:
if self.scene.game_state.has_scene_instructions:
self.is_enabled = True
log.warning("on_scene_init - enabling director", scene=self.scene)
else:
return
if not self.scene.game_state.has_scene_instructions:
return
if not self.scene.game_state.ops.run_on_start:
return
log.info("on_game_loop_start - running game state instructions")
await self.run_gamestate_instructions()
async def on_conversation_before_generate(self, event: ConversationAgentEmission):
talemate.emit.async_signals.get("agent.conversation.before_generate").connect(self.on_conversation_before_generate)
async def on_conversation_before_generate(self, event:ConversationAgentEmission):
log.info("on_conversation_before_generate", director_enabled=self.enabled)
if not self.enabled:
return
await self.direct(event.character)
async def on_player_dialog(self, event: GameLoopActorIterEvent):
if not self.enabled:
return
if not self.scene.game_state.has_scene_instructions:
return
if not event.actor.character.is_player:
return
if event.game_loop.had_passive_narration:
log.debug(
"director.on_player_dialog",
skip=True,
had_passive_narration=event.game_loop.had_passive_narration,
)
return
event.game_loop.had_passive_narration = await self.direct(None)
async def direct(self, character: Character) -> bool:
await self.direct_scene(event.character)
async def direct_scene(self, character: Character):
if not self.actions["direct"].enabled:
return False
if character:
if not self.actions["direct"].config["direct_actors"].value:
log.info(
"direct",
skip=True,
reason="direct_actors disabled",
character=character,
)
return False
# character direction, see if there are character goals
# defined
character_goals = character.get_detail("goals")
if not character_goals:
log.info("direct", skip=True, reason="no goals", character=character)
return False
next_direct = self.next_direct_character.get(character.name, 0)
if (
next_direct % self.actions["direct"].config["turns"].value != 0
or next_direct == 0
):
log.info(
"direct", skip=True, next_direct=next_direct, character=character
)
self.next_direct_character[character.name] = next_direct + 1
return False
self.next_direct_character[character.name] = 0
await self.direct_scene(character, character_goals)
return True
else:
if not self.actions["direct"].config["direct_scene"].value:
log.info("direct", skip=True, reason="direct_scene disabled")
return False
# no character, see if there are NPC characters at all
# if not we always want to direct narration
always_direct = not self.scene.npc_character_names
next_direct = self.next_direct_scene
if (
next_direct % self.actions["direct"].config["turns"].value != 0
or next_direct == 0
):
if not always_direct:
log.info("direct", skip=True, next_direct=next_direct)
self.next_direct_scene += 1
return False
self.next_direct_scene = 0
await self.direct_scene(None, None)
return True
@set_processing
async def run_gamestate_instructions(self):
"""
Run game state instructions, if they exist.
"""
if not self.scene.game_state.has_scene_instructions:
log.info("direct_scene", skip=True, enabled=self.actions["direct"].enabled)
return
await self.direct_scene(None, None)
@set_processing
async def direct_scene(self, character: Character, prompt: str):
if not character and self.scene.game_state.game_won:
# we are not directing a character, and the game has been won
# so we don't need to direct the scene any further
prompt = self.actions["direct"].config["prompt"].value
if not prompt:
log.info("direct_scene", skip=True, prompt=prompt)
return
if character:
# direct a character
response = await Prompt.request(
"director.direct-character",
self.client,
"director",
vars={
"max_tokens": self.client.max_token_length,
"scene": self.scene,
"prompt": prompt,
"character": character,
"player_character": self.scene.get_player_character(),
"game_state": self.scene.game_state,
},
)
if "#" in response:
response = response.split("#")[0]
log.info(
"direct_character",
character=character,
prompt=prompt,
response=response,
)
response = response.strip().split("\n")[0].strip()
# response += f" (current story goal: {prompt})"
message = DirectorMessage(response, source=character.name)
emit("director", message, character=character)
self.scene.push_history(message)
else:
# run scene instructions
self.scene.game_state.scene_instructions
if self.next_direct % self.actions["direct"].config["turns"].value != 0 or self.next_direct == 0:
log.info("direct_scene", skip=True, next_direct=self.next_direct)
self.next_direct += 1
return
self.next_direct = 0
await self.direct_character(character, prompt)
@set_processing
async def persist_character(
self,
name: str,
content: str = None,
attributes: str = None,
):
world_state = instance.get_agent("world_state")
creator = instance.get_agent("creator")
self.scene.log.debug("persist_character", name=name)
character = self.scene.Character(name=name)
character.color = random.choice(
[
"#F08080",
"#FFD700",
"#90EE90",
"#ADD8E6",
"#DDA0DD",
"#FFB6C1",
"#FAFAD2",
"#D3D3D3",
"#B0E0E6",
"#FFDEAD",
]
)
if not attributes:
attributes = await world_state.extract_character_sheet(
name=name, text=content
)
else:
attributes = world_state._parse_character_sheet(attributes)
self.scene.log.debug("persist_character", attributes=attributes)
character.base_attributes = attributes
description = await creator.determine_character_description(character)
character.description = description
self.scene.log.debug("persist_character", description=description)
actor = self.scene.Actor(
character=character, agent=instance.get_agent("conversation")
)
await self.scene.add_actor(actor)
self.scene.emit_status()
return character
@set_processing
async def update_content_context(
self, content: str = None, extra_choices: list[str] = None
):
if not content:
content = "\n".join(
self.scene.context_history(sections=False, min_dialogue=25, budget=2048)
)
response = await Prompt.request(
"world_state.determine-content-context",
self.client,
"analyze_freeform",
vars={
"content": content,
"extra_choices": extra_choices or [],
},
)
self.scene.context = response.strip()
self.scene.emit_status()
def inject_prompt_paramters(
self, prompt_param: dict, kind: str, agent_function_name: str
):
log.debug(
"inject_prompt_paramters",
prompt_param=prompt_param,
kind=kind,
agent_function_name=agent_function_name,
)
character_names = [f"\n{c.name}:" for c in self.scene.get_characters()]
if prompt_param.get("extra_stopping_strings") is None:
prompt_param["extra_stopping_strings"] = []
prompt_param["extra_stopping_strings"] += character_names + ["#"]
if agent_function_name == "update_content_context":
prompt_param["extra_stopping_strings"] += ["\n"]
def allow_repetition_break(
self, kind: str, agent_function_name: str, auto: bool = False
):
return True
async def direct_character(self, character: Character, prompt:str):
response = await Prompt.request("director.direct-scene", self.client, "director", vars={
"max_tokens": self.client.max_token_length,
"scene": self.scene,
"prompt": prompt,
"character": character,
})
response = response.strip().split("\n")[0].strip()
response += f" (current story goal: {prompt})"
log.info("direct_scene", response=response)
message = DirectorMessage(response, source=character.name)
emit("director", message, character=character)
self.scene.push_history(message)

View File

@@ -1,30 +1,29 @@
from __future__ import annotations
import asyncio
import re
import time
import traceback
from typing import TYPE_CHECKING, Callable, List, Optional, Union
import structlog
import talemate.data_objects as data_objects
import talemate.emit.async_signals
import talemate.util as util
import talemate.emit.async_signals
from talemate.prompts import Prompt
from talemate.scene_message import DirectorMessage, TimePassageMessage
from .base import Agent, AgentAction, AgentActionConfig, set_processing
from .base import Agent, set_processing, AgentAction
from .registry import register
import structlog
import time
import re
if TYPE_CHECKING:
from talemate.agents.conversation import ConversationAgentEmission
from talemate.agents.narrator import NarratorAgentEmission
from talemate.tale_mate import Actor, Character, Scene
from talemate.agents.conversation import ConversationAgentEmission
log = structlog.get_logger("talemate.agents.editor")
@register()
class EditorAgent(Agent):
"""
@@ -35,195 +34,130 @@ class EditorAgent(Agent):
agent_type = "editor"
verbose_name = "Editor"
def __init__(self, client, **kwargs):
self.client = client
self.is_enabled = True
self.actions = {
"edit_dialogue": AgentAction(
enabled=False,
label="Edit dialogue",
description="Will attempt to improve the quality of dialogue based on the character and scene. Runs automatically after each AI dialogue.",
),
"fix_exposition": AgentAction(
enabled=True,
label="Fix exposition",
description="Will attempt to fix exposition and emotes, making sure they are displayed in italics. Runs automatically after each AI dialogue.",
config={
"narrator": AgentActionConfig(
type="bool",
label="Fix narrator messages",
description="Will attempt to fix exposition issues in narrator messages",
value=True,
),
},
),
"add_detail": AgentAction(
enabled=False,
label="Add detail",
description="Will attempt to add extra detail and exposition to the dialogue. Runs automatically after each AI dialogue.",
),
"edit_dialogue": AgentAction(enabled=False, label="Edit dialogue", description="Will attempt to improve the quality of dialogue based on the character and scene. Runs automatically after each AI dialogue."),
"fix_exposition": AgentAction(enabled=True, label="Fix exposition", description="Will attempt to fix exposition and emotes, making sure they are displayed in italics. Runs automatically after each AI dialogue."),
"add_detail": AgentAction(enabled=False, label="Add detail", description="Will attempt to add extra detail and exposition to the dialogue. Runs automatically after each AI dialogue.")
}
@property
def enabled(self):
return self.is_enabled
@property
def has_toggle(self):
return True
@property
def experimental(self):
return True
def connect(self, scene):
super().connect(scene)
talemate.emit.async_signals.get("agent.conversation.generated").connect(
self.on_conversation_generated
)
talemate.emit.async_signals.get("agent.narrator.generated").connect(
self.on_narrator_generated
)
async def on_conversation_generated(self, emission: ConversationAgentEmission):
talemate.emit.async_signals.get("agent.conversation.generated").connect(self.on_conversation_generated)
async def on_conversation_generated(self, emission:ConversationAgentEmission):
"""
Called when a conversation is generated
"""
if not self.enabled:
return
log.info("editing conversation", emission=emission)
edited = []
for text in emission.generation:
edit = await self.add_detail(text, emission.character)
edit = await self.edit_conversation(edit, emission.character)
edit = await self.fix_exposition(edit, emission.character)
edit = await self.add_detail(
text,
emission.character
)
edit = await self.edit_conversation(
edit,
emission.character
)
edit = await self.fix_exposition(
edit,
emission.character
)
edited.append(edit)
emission.generation = edited
async def on_narrator_generated(self, emission: NarratorAgentEmission):
"""
Called when a narrator message is generated
"""
if not self.enabled:
return
log.info("editing narrator", emission=emission)
edited = []
for text in emission.generation:
edit = await self.fix_exposition_on_narrator(text)
edited.append(edit)
emission.generation = edited
@set_processing
async def edit_conversation(self, content: str, character: Character):
async def edit_conversation(self, content:str, character:Character):
"""
Edits a conversation
"""
if not self.actions["edit_dialogue"].enabled:
return content
response = await Prompt.request(
"editor.edit-dialogue",
self.client,
"edit_dialogue",
vars={
"content": content,
"character": character,
"scene": self.scene,
"max_length": self.client.max_token_length,
},
)
response = await Prompt.request("editor.edit-dialogue", self.client, "edit_dialogue", vars={
"content": content,
"character": character,
"scene": self.scene,
"max_length": self.client.max_token_length
})
response = response.split("[end]")[0]
response = util.replace_exposition_markers(response)
response = util.clean_dialogue(response, main_name=character.name)
response = util.clean_dialogue(response, main_name=character.name)
response = util.strip_partial_sentences(response)
return response
@set_processing
async def fix_exposition(self, content: str, character: Character):
async def fix_exposition(self, content:str, character:Character):
"""
Edits a text to make sure all narrative exposition and emotes is encased in *
"""
if not self.actions["fix_exposition"].enabled:
return content
if not character.is_player:
if '"' not in content and "*" not in content:
content = util.strip_partial_sentences(content)
character_prefix = f"{character.name}: "
message = content.split(character_prefix)[1]
content = f"{character_prefix}*{message.strip('*')}*"
return content
elif '"' in content:
# silly hack to clean up some LLMs that always start with a quote
# even though the immediate next thing is a narration (indicated by *)
content = content.replace(
f'{character.name}: "*', f"{character.name}: *"
)
content = util.clean_dialogue(content, main_name=character.name)
#response = await Prompt.request("editor.fix-exposition", self.client, "edit_fix_exposition", vars={
# "content": content,
# "character": character,
# "scene": self.scene,
# "max_length": self.client.max_token_length
#})
content = util.clean_dialogue(content, main_name=character.name)
content = util.strip_partial_sentences(content)
content = util.ensure_dialog_format(content, talking_character=character.name)
return content
@set_processing
async def fix_exposition_on_narrator(self, content: str):
if not self.actions["fix_exposition"].enabled:
return content
if not self.actions["fix_exposition"].config["narrator"].value:
return content
content = util.strip_partial_sentences(content)
if '"' not in content:
content = f"*{content.strip('*')}*"
else:
content = util.ensure_dialog_format(content)
return content
@set_processing
async def add_detail(self, content: str, character: Character):
async def add_detail(self, content:str, character:Character):
"""
Edits a text to increase its length and add extra detail and exposition
"""
if not self.actions["add_detail"].enabled:
return content
response = await Prompt.request(
"editor.add-detail",
self.client,
"edit_add_detail",
vars={
"content": content,
"character": character,
"scene": self.scene,
"max_length": self.client.max_token_length,
},
)
response = await Prompt.request("editor.add-detail", self.client, "edit_add_detail", vars={
"content": content,
"character": character,
"scene": self.scene,
"max_length": self.client.max_token_length
})
response = util.replace_exposition_markers(response)
response = util.clean_dialogue(response, main_name=character.name)
response = util.clean_dialogue(response, main_name=character.name)
response = util.strip_partial_sentences(response)
return response
return response

View File

@@ -1,21 +1,15 @@
from __future__ import annotations
import asyncio
import functools
import os
import shutil
from typing import TYPE_CHECKING, Callable, List, Optional, Union
import structlog
from chromadb.config import Settings
import talemate.events as events
import talemate.util as util
from talemate.agents.base import set_processing
from talemate.config import load_config
from talemate.context import scene_is_loading
from talemate.emit import emit
from talemate.emit.signals import handlers
from talemate.config import load_config
import structlog
import shutil
try:
import chromadb
@@ -33,17 +27,6 @@ if not chromadb:
from .base import Agent
class MemoryDocument(str):
def __new__(cls, text, meta, id, raw):
inst = super().__new__(cls, text)
inst.meta = meta
inst.id = id
inst.raw = raw
return inst
class MemoryAgent(Agent):
"""
An agent that can be used to maintain and access a memory of the world
@@ -55,11 +38,10 @@ class MemoryAgent(Agent):
@property
def readonly(self):
if scene_is_loading.get() and not getattr(
self.scene, "_memory_never_persisted", False
):
if scene_is_loading.get() and not getattr(self.scene, "_memory_never_persisted", False):
return True
return False
@property
@@ -75,16 +57,6 @@ class MemoryAgent(Agent):
self.scene = scene
self.memory_tracker = {}
self.config = load_config()
self._ready_to_add = False
handlers["config_saved"].connect(self.on_config_saved)
def on_config_saved(self, event):
openai_key = self.openai_api_key
self.config = load_config()
if openai_key != self.openai_api_key:
loop = asyncio.get_running_loop()
loop.run_until_complete(self.emit_status())
async def set_db(self):
raise NotImplementedError()
@@ -95,135 +67,40 @@ class MemoryAgent(Agent):
async def count(self):
raise NotImplementedError()
@set_processing
async def add(self, text, character=None, uid=None, ts: str = None, **kwargs):
async def add(self, text, character=None, uid=None, ts:str=None, **kwargs):
if not text:
return
if self.readonly:
log.debug("memory agent", status="readonly")
return
await self._add(text, character=character, uid=uid, ts=ts, **kwargs)
while not self._ready_to_add:
await asyncio.sleep(0.1)
log.debug(
"memory agent add",
text=text[:50],
character=character,
uid=uid,
ts=ts,
**kwargs,
)
loop = asyncio.get_running_loop()
try:
await loop.run_in_executor(
None,
functools.partial(self._add, text, character, uid=uid, ts=ts, **kwargs),
)
except AttributeError as e:
# not sure how this sometimes happens.
# chromadb model None
# race condition because we are forcing async context onto it?
log.error(
"memory agent",
error="failed to add memory",
details=e,
text=text[:50],
character=character,
uid=uid,
ts=ts,
**kwargs,
)
await asyncio.sleep(1.0)
try:
await loop.run_in_executor(
None,
functools.partial(
self._add, text, character, uid=uid, ts=ts, **kwargs
),
)
except Exception as e:
log.error(
"memory agent",
error="failed to add memory (retried)",
details=e,
text=text[:50],
character=character,
uid=uid,
ts=ts,
**kwargs,
)
def _add(self, text, character=None, ts: str = None, **kwargs):
async def _add(self, text, character=None, ts:str=None, **kwargs):
raise NotImplementedError()
@set_processing
async def add_many(self, objects: list[dict]):
if self.readonly:
log.debug("memory agent", status="readonly")
return
while not self._ready_to_add:
await asyncio.sleep(0.1)
log.debug("memory agent add many", len=len(objects))
loop = asyncio.get_running_loop()
await loop.run_in_executor(None, self._add_many, objects)
def _add_many(self, objects: list[dict]):
await self._add_many(objects)
async def _add_many(self, objects: list[dict]):
"""
Add multiple objects to the memory
"""
raise NotImplementedError()
def _delete(self, meta: dict):
"""
Delete an object from the memory
"""
raise NotImplementedError()
@set_processing
async def delete(self, meta: dict):
"""
Delete an object from the memory
"""
if self.readonly:
log.debug("memory agent", status="readonly")
return
while not self._ready_to_add:
await asyncio.sleep(0.1)
loop = asyncio.get_running_loop()
await loop.run_in_executor(None, self._delete, meta)
@set_processing
async def get(self, text, character=None, **query):
loop = asyncio.get_running_loop()
return await self._get(str(text), character, **query)
return await loop.run_in_executor(
None, functools.partial(self._get, text, character, **query)
)
def _get(self, text, character=None, **query):
async def _get(self, text, character=None, **query):
raise NotImplementedError()
@set_processing
async def get_document(self, id):
loop = asyncio.get_running_loop()
return await loop.run_in_executor(None, self._get_document, id)
def _get_document(self, id):
raise NotImplementedError()
def get_document(self, id):
return self.db.get(id)
def on_archive_add(self, event: events.ArchiveEvent):
asyncio.ensure_future(
self.add(event.text, uid=event.memory_id, ts=event.ts, typ="history")
)
asyncio.ensure_future(self.add(event.text, uid=event.memory_id, ts=event.ts, typ="history"))
def on_character_state(self, event: events.CharacterStateEvent):
asyncio.ensure_future(
@@ -263,10 +140,6 @@ class MemoryAgent(Agent):
"""
memory_context = []
if not query:
return memory_context
for memory in await self.get(query):
if memory in memory_context:
continue
@@ -280,26 +153,17 @@ class MemoryAgent(Agent):
break
return memory_context
async def query(
self,
query: str,
max_tokens: int = 1000,
filter: Callable = lambda x: True,
**where,
):
async def query(self, query:str, max_tokens:int=1000, filter:Callable=lambda x:True, **where):
"""
Get the character memory context for a given character
"""
try:
return (
await self.multi_query(
[query], max_tokens=max_tokens, filter=filter, **where
)
)[0]
return (await self.multi_query([query], max_tokens=max_tokens, filter=filter, **where))[0]
except IndexError:
return None
async def multi_query(
self,
queries: list[str],
@@ -307,8 +171,7 @@ class MemoryAgent(Agent):
max_tokens: int = 1000,
filter: Callable = lambda x: True,
formatter: Callable = lambda x: x,
limit: int = 10,
**where,
**where
):
"""
Get the character memory context for a given character
@@ -316,11 +179,8 @@ class MemoryAgent(Agent):
memory_context = []
for query in queries:
if not query:
continue
i = 0
for memory in await self.get(formatter(query), limit=limit, **where):
for memory in await self.get(formatter(query), limit=iterate, **where):
if memory in memory_context:
continue
@@ -345,13 +205,10 @@ from .registry import register
@register(condition=lambda: chromadb is not None)
class ChromaDBMemoryAgent(MemoryAgent):
requires_llm_client = False
@property
def ready(self):
if self.embeddings == "openai" and not self.openai_api_key:
return False
if getattr(self, "db_client", None):
return True
return False
@@ -360,97 +217,77 @@ class ChromaDBMemoryAgent(MemoryAgent):
def status(self):
if self.ready:
return "active" if not getattr(self, "processing", False) else "busy"
if self.embeddings == "openai" and not self.openai_api_key:
return "error"
return "waiting"
@property
def agent_details(self):
if self.embeddings == "openai" and not self.openai_api_key:
return "No OpenAI API key set"
return f"ChromaDB: {self.embeddings}"
@property
def embeddings(self):
"""
Returns which embeddings to use
will read from TM_CHROMADB_EMBEDDINGS env variable and default to 'default' using
the default embeddings specified by chromadb.
other values are
- openai: use openai embeddings
- instructor: use instructor embeddings
for `openai`:
you will also need to provide an `OPENAI_API_KEY` env variable
for `instructor`:
you will also need to provide which instructor model to use with the `TM_INSTRUCTOR_MODEL` env variable, which defaults to hkunlp/instructor-xl
additionally you can provide the `TM_INSTRUCTOR_DEVICE` env variable to specify which device to use, which defaults to cpu
"""
embeddings = self.config.get("chromadb").get("embeddings")
assert embeddings in [
"default",
"openai",
"instructor",
], f"Unknown embeddings {embeddings}"
assert embeddings in ["default", "openai", "instructor"], f"Unknown embeddings {embeddings}"
return embeddings
@property
def USE_OPENAI(self):
return self.embeddings == "openai"
@property
def USE_INSTRUCTOR(self):
return self.embeddings == "instructor"
@property
def db_name(self):
return getattr(self, "collection_name", "<unnamed>")
@property
def openai_api_key(self):
return self.config.get("openai", {}).get("api_key")
def make_collection_name(self, scene):
if self.USE_OPENAI:
suffix = "-openai"
elif self.USE_INSTRUCTOR:
suffix = "-instructor"
model = self.config.get("chromadb").get(
"instructor_model", "hkunlp/instructor-xl"
)
model = self.config.get("chromadb").get("instructor_model", "hkunlp/instructor-xl")
if "xl" in model:
suffix += "-xl"
elif "large" in model:
suffix += "-large"
else:
suffix = ""
return f"{scene.memory_id}-tm{suffix}"
async def count(self):
await asyncio.sleep(0)
return self.db.count()
@set_processing
async def set_db(self):
loop = asyncio.get_running_loop()
await loop.run_in_executor(None, self._set_db)
await self.emit_status(processing=True)
def _set_db(self):
self._ready_to_add = False
if not getattr(self, "db_client", None):
log.info("chromadb agent", status="setting up db client to persistent db")
@@ -458,83 +295,69 @@ class ChromaDBMemoryAgent(MemoryAgent):
settings=Settings(anonymized_telemetry=False)
)
openai_key = self.openai_api_key
openai_key = self.config.get("openai").get("api_key") or os.environ.get("OPENAI_API_KEY")
self.collection_name = collection_name = self.make_collection_name(self.scene)
log.info(
"chromadb agent", status="setting up db", collection_name=collection_name
)
log.info("chromadb agent", status="setting up db", collection_name=collection_name)
if self.USE_OPENAI:
if not openai_key:
raise ValueError(
"You must provide an the openai ai key in the config if you want to use it for chromadb embeddings"
)
raise ValueError("You must provide an the openai ai key in the config if you want to use it for chromadb embeddings")
log.info(
"crhomadb", status="using openai", openai_key=openai_key[:5] + "..."
)
openai_ef = embedding_functions.OpenAIEmbeddingFunction(
api_key=openai_key,
api_key = openai_key,
model_name="text-embedding-ada-002",
)
self.db = self.db_client.get_or_create_collection(
collection_name, embedding_function=openai_ef
)
elif self.USE_INSTRUCTOR:
instructor_device = self.config.get("chromadb").get(
"instructor_device", "cpu"
)
instructor_model = self.config.get("chromadb").get(
"instructor_model", "hkunlp/instructor-xl"
)
log.info(
"chromadb",
status="using instructor",
model=instructor_model,
device=instructor_device,
)
instructor_device = self.config.get("chromadb").get("instructor_device", "cpu")
instructor_model = self.config.get("chromadb").get("instructor_model", "hkunlp/instructor-xl")
log.info("chromadb", status="using instructor", model=instructor_model, device=instructor_device)
# ef = embedding_functions.SentenceTransformerEmbeddingFunction(model_name="all-mpnet-base-v2")
ef = embedding_functions.InstructorEmbeddingFunction(
model_name=instructor_model, device=instructor_device
)
log.info("chromadb", status="embedding function ready")
self.db = self.db_client.get_or_create_collection(
collection_name, embedding_function=ef
)
log.info("chromadb", status="instructor db ready")
else:
log.info("chromadb", status="using default embeddings")
self.db = self.db_client.get_or_create_collection(collection_name)
self.scene._memory_never_persisted = self.db.count() == 0
await self.emit_status(processing=False)
log.info("chromadb agent", status="db ready")
self._ready_to_add = True
def clear_db(self):
if not self.db:
return
log.info(
"chromadb agent", status="clearing db", collection_name=self.collection_name
)
log.info("chromadb agent", status="clearing db", collection_name=self.collection_name)
self.db.delete(where={"source": "talemate"})
def drop_db(self):
if not self.db:
return
log.info(
"chromadb agent", status="dropping db", collection_name=self.collection_name
)
log.info("chromadb agent", status="dropping db", collection_name=self.collection_name)
try:
self.db_client.delete_collection(self.collection_name)
except ValueError as exc:
@@ -544,43 +367,29 @@ class ChromaDBMemoryAgent(MemoryAgent):
def close_db(self, scene):
if not self.db:
return
log.info(
"chromadb agent", status="closing db", collection_name=self.collection_name
)
if not scene.saved and not scene.saved_memory_session_id:
log.info("chromadb agent", status="closing db", collection_name=self.collection_name)
if not scene.saved:
# scene was never saved so we can discard the memory
collection_name = self.make_collection_name(scene)
log.info(
"chromadb agent",
status="discarding memory",
collection_name=collection_name,
)
log.info("chromadb agent", status="discarding memory", collection_name=collection_name)
try:
self.db_client.delete_collection(collection_name)
except ValueError as exc:
log.error(
"chromadb agent", error="failed to delete collection", details=exc
)
elif not scene.saved:
# scene was saved but memory was never persisted
# so we need to remove the memory from the db
self._remove_unsaved_memory()
if "Collection not found" not in str(exc):
raise
self.db = None
def _add(self, text, character=None, uid=None, ts: str = None, **kwargs):
async def _add(self, text, character=None, uid=None, ts:str=None, **kwargs):
metadatas = []
ids = []
scene = self.scene
await self.emit_status(processing=True)
if character:
meta = {
"character": character.name,
"source": "talemate",
"session": scene.memory_session_id,
}
meta = {"character": character.name, "source": "talemate"}
if ts:
meta["ts"] = ts
meta.update(kwargs)
@@ -590,11 +399,7 @@ class ChromaDBMemoryAgent(MemoryAgent):
id = uid or f"{character.name}-{self.memory_tracker[character.name]}"
ids = [id]
else:
meta = {
"character": "__narrator__",
"source": "talemate",
"session": scene.memory_session_id,
}
meta = {"character": "__narrator__", "source": "talemate"}
if ts:
meta["ts"] = ts
meta.update(kwargs)
@@ -604,104 +409,83 @@ class ChromaDBMemoryAgent(MemoryAgent):
id = uid or f"__narrator__-{self.memory_tracker['__narrator__']}"
ids = [id]
# log.debug("chromadb agent add", text=text, meta=meta, id=id)
log.debug("chromadb agent add", text=text, meta=meta, id=id)
self.db.upsert(documents=[text], metadatas=metadatas, ids=ids)
await self.emit_status(processing=False)
def _add_many(self, objects: list[dict]):
async def _add_many(self, objects: list[dict]):
documents = []
metadatas = []
ids = []
scene = self.scene
if not objects:
return
await self.emit_status(processing=True)
for obj in objects:
documents.append(obj["text"])
meta = obj.get("meta", {})
source = meta.get("source", "talemate")
character = meta.get("character", "__narrator__")
self.memory_tracker.setdefault(character, 0)
self.memory_tracker[character] += 1
meta["source"] = source
if not meta.get("session"):
meta["session"] = scene.memory_session_id
meta["source"] = "talemate"
metadatas.append(meta)
uid = obj.get("id", f"{character}-{self.memory_tracker[character]}")
ids.append(uid)
self.db.upsert(documents=documents, metadatas=metadatas, ids=ids)
def _delete(self, meta: dict):
if "ids" in meta:
log.debug("chromadb agent delete", ids=meta["ids"])
self.db.delete(ids=meta["ids"])
return
await self.emit_status(processing=False)
where = {"$and": [{k: v} for k, v in meta.items()]}
self.db.delete(where=where)
log.debug("chromadb agent delete", meta=meta, where=where)
async def _get(self, text, character=None, limit:int=15, **kwargs):
await self.emit_status(processing=True)
def _get(self, text, character=None, limit: int = 15, **kwargs):
where = {}
# this doesn't work because chromadb currently doesn't match
# non existing fields with $ne (or so it seems)
# where.setdefault("$and", [{"pin_only": {"$ne": True}}])
where.setdefault("$and", [])
character_filtered = False
for k, v in kwargs.items():
for k,v in kwargs.items():
if k == "character":
character_filtered = True
where["$and"].append({k: v})
if character and not character_filtered:
where["$and"].append({"character": character.name})
if len(where["$and"]) == 1:
where = where["$and"][0]
elif not where["$and"]:
where = None
# log.debug("crhomadb agent get", text=text, where=where)
#log.debug("crhomadb agent get", text=text, where=where)
_results = self.db.query(query_texts=[text], where=where, n_results=limit)
# import json
# print(json.dumps(_results["ids"], indent=2))
# print(json.dumps(_results["distances"], indent=2))
#import json
#print(json.dumps(_results["ids"], indent=2))
#print(json.dumps(_results["distances"], indent=2))
results = []
max_distance = 1.5
if self.USE_INSTRUCTOR:
max_distance = 1
elif self.USE_OPENAI:
max_distance = 1
for i in range(len(_results["distances"][0])):
distance = _results["distances"][0][i]
doc = _results["documents"][0][i]
meta = _results["metadatas"][0][i]
ts = meta.get("ts")
# skip pin_only entries
if meta.get("pin_only", False):
continue
if distance < max_distance:
date_prefix = self.convert_ts_to_date_prefix(ts)
raw = doc
if distance < 1:
try:
date_prefix = util.iso8601_diff_to_human(ts, self.scene.ts)
except Exception:
log.error("chromadb agent", error="failed to get date prefix", ts=ts, scene_ts=self.scene.ts)
date_prefix = None
if date_prefix:
doc = f"{date_prefix}: {doc}"
doc = MemoryDocument(doc, meta, _results["ids"][0][i], raw)
results.append(doc)
else:
break
@@ -711,57 +495,6 @@ class ChromaDBMemoryAgent(MemoryAgent):
if len(results) > limit:
break
await self.emit_status(processing=False)
return results
def convert_ts_to_date_prefix(self, ts):
if not ts:
return None
try:
return util.iso8601_diff_to_human(ts, self.scene.ts)
except Exception as e:
log.error(
"chromadb agent",
error="failed to get date prefix",
details=e,
ts=ts,
scene_ts=self.scene.ts,
)
return None
def _get_document(self, id) -> dict:
result = self.db.get(ids=[id] if isinstance(id, str) else id)
documents = {}
for idx, doc in enumerate(result["documents"]):
date_prefix = self.convert_ts_to_date_prefix(
result["metadatas"][idx].get("ts")
)
if date_prefix:
doc = f"{date_prefix}: {doc}"
documents[result["ids"][idx]] = MemoryDocument(
doc, result["metadatas"][idx], result["ids"][idx], doc
)
return documents
@set_processing
async def remove_unsaved_memory(self):
loop = asyncio.get_running_loop()
await loop.run_in_executor(None, self._remove_unsaved_memory)
def _remove_unsaved_memory(self):
scene = self.scene
if not scene.memory_session_id:
return
if scene.saved_memory_session_id == self.scene.memory_session_id:
return
log.info(
"chromadb agent",
status="removing unsaved memory",
session_id=scene.memory_session_id,
)
self._delete({"session": scene.memory_session_id, "source": "talemate"})

View File

@@ -1,160 +1,87 @@
from __future__ import annotations
import dataclasses
import random
from typing import TYPE_CHECKING, Callable, List, Optional, Union
import structlog
import talemate.client as client
import talemate.emit.async_signals
import random
import talemate.util as util
from talemate.agents.base import Agent, AgentAction, AgentActionConfig, AgentEmission
from talemate.agents.base import set_processing as _set_processing
from talemate.agents.world_state import TimePassageEmission
from talemate.emit import emit
from talemate.events import GameLoopActorIterEvent
import talemate.emit.async_signals
from talemate.prompts import Prompt
from talemate.agents.base import set_processing, Agent, AgentAction, AgentActionConfig
from talemate.agents.world_state import TimePassageEmission
from talemate.scene_message import NarratorMessage
from talemate.events import GameLoopActorIterEvent
import talemate.client as client
from .registry import register
if TYPE_CHECKING:
from talemate.tale_mate import Actor, Character, Player
from talemate.tale_mate import Actor, Player, Character
log = structlog.get_logger("talemate.agents.narrator")
@dataclasses.dataclass
class NarratorAgentEmission(AgentEmission):
generation: list[str] = dataclasses.field(default_factory=list)
talemate.emit.async_signals.register("agent.narrator.generated")
def set_processing(fn):
"""
Custom decorator that emits the agent status as processing while the function
is running and then emits the result of the function as a NarratorAgentEmission
"""
@_set_processing
async def wrapper(self, *args, **kwargs):
response = await fn(self, *args, **kwargs)
emission = NarratorAgentEmission(
agent=self,
generation=[response],
)
await talemate.emit.async_signals.get("agent.narrator.generated").send(emission)
return emission.generation[0]
wrapper.__name__ = fn.__name__
return wrapper
@register()
class NarratorAgent(Agent):
"""
Handles narration of the story
"""
agent_type = "narrator"
verbose_name = "Narrator"
def __init__(
self,
client: client.TaleMateClient,
**kwargs,
):
self.client = client
# agent actions
self.actions = {
"generation_override": AgentAction(
enabled=True,
label="Generation Override",
description="Override generation parameters",
config={
"instructions": AgentActionConfig(
type="text",
label="Instructions",
value="Never wax poetic.",
description="Extra instructions to give to the AI for narrative generation.",
),
},
),
"auto_break_repetition": AgentAction(
enabled=True,
label="Auto Break Repetition",
description="Will attempt to automatically break AI repetition.",
),
"narrate_time_passage": AgentAction(
enabled=True,
label="Narrate Time Passage",
description="Whenever you indicate passage of time, narrate right after",
config={
"ask_for_prompt": AgentActionConfig(
type="bool",
label="Guide time narration via prompt",
description="Ask the user for a prompt to generate the time passage narration",
value=True,
)
},
),
"narrate_time_passage": AgentAction(enabled=True, label="Narrate Time Passage", description="Whenever you indicate passage of time, narrate right after"),
"narrate_dialogue": AgentAction(
enabled=False,
label="Narrate after Dialogue",
enabled=True,
label="Narrate Dialogue",
description="Narrator will get a chance to narrate after every line of dialogue",
config={
config = {
"ai_dialog": AgentActionConfig(
type="number",
label="AI Dialogue",
label="AI Dialogue",
description="Chance to narrate after every line of dialogue, 1 = always, 0 = never",
value=0.0,
value=0.3,
min=0.0,
max=1.0,
step=0.1,
),
"player_dialog": AgentActionConfig(
type="number",
label="Player Dialogue",
label="Player Dialogue",
description="Chance to narrate after every line of dialogue, 1 = always, 0 = never",
value=0.1,
value=0.3,
min=0.0,
max=1.0,
step=0.1,
),
"generate_dialogue": AgentActionConfig(
type="bool",
label="Allow Dialogue in Narration",
description="Allow the narrator to generate dialogue in narration",
value=False,
),
},
}
),
}
@property
def extra_instructions(self):
if self.actions["generation_override"].enabled:
return self.actions["generation_override"].config["instructions"].value
return ""
def clean_result(self, result):
"""
Cleans the result of a narration
"""
result = result.strip().strip(":").strip()
if "#" in result:
result = result.split("#")[0]
character_names = [c.name for c in self.scene.get_characters()]
cleaned = []
for line in result.split("\n"):
for character_name in character_names:
@@ -163,85 +90,58 @@ class NarratorAgent(Agent):
cleaned.append(line)
result = "\n".join(cleaned)
# result = util.strip_partial_sentences(result)
#result = util.strip_partial_sentences(result)
return result
def connect(self, scene):
"""
Connect to signals
"""
super().connect(scene)
talemate.emit.async_signals.get("agent.world_state.time").connect(
self.on_time_passage
)
talemate.emit.async_signals.get("agent.world_state.time").connect(self.on_time_passage)
talemate.emit.async_signals.get("game_loop_actor_iter").connect(self.on_dialog)
async def on_time_passage(self, event: TimePassageEmission):
async def on_time_passage(self, event:TimePassageEmission):
"""
Handles time passage narration, if enabled
"""
if not self.actions["narrate_time_passage"].enabled:
return
response = await self.narrate_time_passage(
event.duration, event.human_duration, event.narrative
)
narrator_message = NarratorMessage(
response, source=f"narrate_time_passage:{event.duration};{event.narrative}"
)
response = await self.narrate_time_passage(event.duration, event.narrative)
narrator_message = NarratorMessage(response, source=f"narrate_time_passage:{event.duration};{event.narrative}")
emit("narrator", narrator_message)
self.scene.push_history(narrator_message)
async def on_dialog(self, event: GameLoopActorIterEvent):
async def on_dialog(self, event:GameLoopActorIterEvent):
"""
Handles dialogue narration, if enabled
"""
if not self.actions["narrate_dialogue"].enabled:
return
if event.game_loop.had_passive_narration:
log.debug(
"narrate on dialog",
skip=True,
had_passive_narration=event.game_loop.had_passive_narration,
)
narrate_on_ai_chance = random.random() < self.actions["narrate_dialogue"].config["ai_dialog"].value
narrate_on_player_chance = random.random() < self.actions["narrate_dialogue"].config["player_dialog"].value
log.debug("narrate on dialog", narrate_on_ai_chance=narrate_on_ai_chance, narrate_on_player_chance=narrate_on_player_chance)
if event.actor.character.is_player and not narrate_on_player_chance:
return
narrate_on_ai_chance = (
self.actions["narrate_dialogue"].config["ai_dialog"].value
)
narrate_on_player_chance = (
self.actions["narrate_dialogue"].config["player_dialog"].value
)
narrate_on_ai = random.random() < narrate_on_ai_chance
narrate_on_player = random.random() < narrate_on_player_chance
log.debug(
"narrate on dialog",
narrate_on_ai=narrate_on_ai,
narrate_on_ai_chance=narrate_on_ai_chance,
narrate_on_player=narrate_on_player,
narrate_on_player_chance=narrate_on_player_chance,
)
if event.actor.character.is_player and not narrate_on_player:
if not event.actor.character.is_player and not narrate_on_ai_chance:
return
if not event.actor.character.is_player and not narrate_on_ai:
return
response = await self.narrate_after_dialogue(event.actor.character)
narrator_message = NarratorMessage(
response, source=f"narrate_dialogue:{event.actor.character.name}"
)
narrator_message = NarratorMessage(response, source=f"narrate_dialogue:{event.actor.character.name}")
emit("narrator", narrator_message)
self.scene.push_history(narrator_message)
event.game_loop.had_passive_narration = True
@set_processing
async def narrate_scene(self):
"""
@@ -252,51 +152,60 @@ class NarratorAgent(Agent):
"narrator.narrate-scene",
self.client,
"narrate",
vars={
vars = {
"scene": self.scene,
"max_tokens": self.client.max_token_length,
"extra_instructions": self.extra_instructions,
},
}
)
response = response.strip("*")
response = util.strip_partial_sentences(response)
response = f"*{response.strip('*')}*"
return response
@set_processing
async def progress_story(self, narrative_direction: str = None):
async def progress_story(self, narrative_direction:str=None):
"""
Narrate the scene
"""
scene = self.scene
director = scene.get_helper("director").agent
pc = scene.get_player_character()
npcs = list(scene.get_npc_characters())
npc_names = ", ".join([npc.name for npc in npcs])
npc_names= ", ".join([npc.name for npc in npcs])
#summarized_history = await scene.summarized_dialogue_history(
# budget = self.client.max_token_length - 300,
# min_dialogue = 50,
#)
#augmented_context = await self.augment_context()
if narrative_direction is None:
#narrative_direction = await director.direct_narrative(
# scene.context_history(budget=self.client.max_token_length - 500, min_dialogue=20),
#)
narrative_direction = "Slightly move the current scene forward."
self.scene.log.info(
"narrative_direction", narrative_direction=narrative_direction
)
self.scene.log.info("narrative_direction", narrative_direction=narrative_direction)
response = await Prompt.request(
"narrator.narrate-progress",
self.client,
"narrate",
vars={
vars = {
"scene": self.scene,
#"summarized_history": summarized_history,
#"augmented_context": augmented_context,
"max_tokens": self.client.max_token_length,
"narrative_direction": narrative_direction,
"player_character": pc,
"npcs": npcs,
"npc_names": npc_names,
"extra_instructions": self.extra_instructions,
},
}
)
self.scene.log.info("progress_story", response=response)
@@ -308,13 +217,11 @@ class NarratorAgent(Agent):
if response.count("*") % 2 != 0:
response = response.replace("*", "")
response = f"*{response}*"
return response
@set_processing
async def narrate_query(
self, query: str, at_the_end: bool = False, as_narrative: bool = True
):
async def narrate_query(self, query:str, at_the_end:bool=False, as_narrative:bool=True):
"""
Narrate a specific query
"""
@@ -322,21 +229,20 @@ class NarratorAgent(Agent):
"narrator.narrate-query",
self.client,
"narrate",
vars={
vars = {
"scene": self.scene,
"max_tokens": self.client.max_token_length,
"query": query,
"at_the_end": at_the_end,
"as_narrative": as_narrative,
"extra_instructions": self.extra_instructions,
},
}
)
log.info("narrate_query", response=response)
response = self.clean_result(response.strip())
log.info("narrate_query (after clean)", response=response)
if as_narrative:
response = f"*{response}*"
return response
@set_processing
@@ -345,16 +251,27 @@ class NarratorAgent(Agent):
Narrate a specific character
"""
budget = self.client.max_token_length - 300
memory_budget = min(int(budget * 0.05), 200)
memory = self.scene.get_helper("memory").agent
query = [
f"What does {character.name} currently look like?",
f"What is {character.name} currently wearing?",
]
memory_context = await memory.multi_query(
query, iterate=1, max_tokens=memory_budget
)
response = await Prompt.request(
"narrator.narrate-character",
self.client,
"narrate",
vars={
vars = {
"scene": self.scene,
"character": character,
"max_tokens": self.client.max_token_length,
"extra_instructions": self.extra_instructions,
},
"memory": memory_context,
}
)
response = self.clean_result(response.strip())
@@ -364,55 +281,52 @@ class NarratorAgent(Agent):
@set_processing
async def augment_context(self):
"""
Takes a context history generated via scene.context_history() and augments it with additional information
by asking and answering questions with help from the long term memory.
"""
memory = self.scene.get_helper("memory").agent
questions = await Prompt.request(
"narrator.context-questions",
self.client,
"narrate",
vars={
vars = {
"scene": self.scene,
"max_tokens": self.client.max_token_length,
"extra_instructions": self.extra_instructions,
},
}
)
self.scene.log.info("context_questions", questions=questions)
questions = [q for q in questions.split("\n") if q.strip()]
memory_context = await memory.multi_query(
questions, iterate=2, max_tokens=self.client.max_token_length - 1000
)
answers = await Prompt.request(
"narrator.context-answers",
self.client,
"narrate",
vars={
vars = {
"scene": self.scene,
"max_tokens": self.client.max_token_length,
"memory": memory_context,
"questions": questions,
"extra_instructions": self.extra_instructions,
},
}
)
self.scene.log.info("context_answers", answers=answers)
answers = [a for a in answers.split("\n") if a.strip()]
# return questions and answers
return list(zip(questions, answers))
@set_processing
async def narrate_time_passage(
self, duration: str, time_passed: str, narrative: str
):
async def narrate_time_passage(self, duration:str, narrative:str=None):
"""
Narrate a specific character
"""
@@ -421,25 +335,24 @@ class NarratorAgent(Agent):
"narrator.narrate-time-passage",
self.client,
"narrate",
vars={
vars = {
"scene": self.scene,
"max_tokens": self.client.max_token_length,
"duration": duration,
"time_passed": time_passed,
"narrative": narrative,
"extra_instructions": self.extra_instructions,
},
}
)
log.info("narrate_time_passage", response=response)
response = self.clean_result(response.strip())
response = f"*{response}*"
return response
@set_processing
async def narrate_after_dialogue(self, character: Character):
async def narrate_after_dialogue(self, character:Character):
"""
Narrate after a line of dialogue
"""
@@ -448,119 +361,17 @@ class NarratorAgent(Agent):
"narrator.narrate-after-dialogue",
self.client,
"narrate",
vars={
vars = {
"scene": self.scene,
"max_tokens": self.client.max_token_length,
"character": character,
"last_line": str(self.scene.history[-1]),
"extra_instructions": self.extra_instructions,
},
"last_line": str(self.scene.history[-1])
}
)
log.info("narrate_after_dialogue", response=response)
response = self.clean_result(response.strip().strip("*"))
response = f"*{response}*"
allow_dialogue = (
self.actions["narrate_dialogue"].config["generate_dialogue"].value
)
if not allow_dialogue:
response = response.split('"')[0].strip()
response = response.replace("*", "")
response = util.strip_partial_sentences(response)
response = f"*{response}*"
return response
@set_processing
async def narrate_character_entry(
self, character: Character, direction: str = None
):
"""
Narrate a character entering the scene
"""
response = await Prompt.request(
"narrator.narrate-character-entry",
self.client,
"narrate",
vars={
"scene": self.scene,
"max_tokens": self.client.max_token_length,
"character": character,
"direction": direction,
"extra_instructions": self.extra_instructions,
},
)
response = self.clean_result(response.strip().strip("*"))
response = f"*{response}*"
return response
@set_processing
async def narrate_character_exit(self, character: Character, direction: str = None):
"""
Narrate a character exiting the scene
"""
response = await Prompt.request(
"narrator.narrate-character-exit",
self.client,
"narrate",
vars={
"scene": self.scene,
"max_tokens": self.client.max_token_length,
"character": character,
"direction": direction,
"extra_instructions": self.extra_instructions,
},
)
response = self.clean_result(response.strip().strip("*"))
response = f"*{response}*"
return response
async def action_to_narration(
self,
action_name: str,
*args,
**kwargs,
):
# calls self[action_name] and returns the result as a NarratorMessage
# that is pushed to the history
fn = getattr(self, action_name)
narration = await fn(*args, **kwargs)
narrator_message = NarratorMessage(
narration, source=f"{action_name}:{args[0] if args else ''}".rstrip(":")
)
self.scene.push_history(narrator_message)
return narrator_message
# LLM client related methods. These are called during or after the client
def inject_prompt_paramters(
self, prompt_param: dict, kind: str, agent_function_name: str
):
log.debug(
"inject_prompt_paramters",
prompt_param=prompt_param,
kind=kind,
agent_function_name=agent_function_name,
)
character_names = [f"\n{c.name}:" for c in self.scene.get_characters()]
if prompt_param.get("extra_stopping_strings") is None:
prompt_param["extra_stopping_strings"] = []
prompt_param["extra_stopping_strings"] += character_names
def allow_repetition_break(
self, kind: str, agent_function_name: str, auto: bool = False
):
if auto and not self.actions["auto_break_repetition"].enabled:
return False
return True
return response

View File

@@ -1,25 +1,23 @@
from __future__ import annotations
import asyncio
import re
import time
import traceback
from typing import TYPE_CHECKING, Callable, List, Optional, Union
import structlog
import talemate.data_objects as data_objects
import talemate.emit.async_signals
import talemate.util as util
from talemate.events import GameLoopEvent
from talemate.prompts import Prompt
from talemate.scene_message import DirectorMessage, TimePassageMessage
from .base import Agent, AgentAction, AgentActionConfig, set_processing
from .base import Agent, set_processing
from .registry import register
log = structlog.get_logger("talemate.agents.summarize")
import structlog
import time
import re
log = structlog.get_logger("talemate.agents.summarize")
@register()
class SummarizeAgent(Agent):
@@ -37,56 +35,12 @@ class SummarizeAgent(Agent):
def __init__(self, client, **kwargs):
self.client = client
self.actions = {
"archive": AgentAction(
enabled=True,
label="Summarize to long-term memory archive",
description="Automatically summarize scene dialogue when the number of tokens in the history exceeds a threshold. This helps keep the context history from growing too large.",
config={
"threshold": AgentActionConfig(
type="number",
label="Token Threshold",
description="Will summarize when the number of tokens in the history exceeds this threshold",
min=512,
max=8192,
step=256,
value=1536,
),
"method": AgentActionConfig(
type="text",
label="Summarization Method",
description="Which method to use for summarization",
value="balanced",
choices=[
{"label": "Short & Concise", "value": "short"},
{"label": "Balanced", "value": "balanced"},
{"label": "Lengthy & Detailed", "value": "long"},
],
),
"include_previous": AgentActionConfig(
type="number",
label="Use preceeding summaries to strengthen context",
description="Number of entries",
note="Help the AI summarize by including the last few summaries as additional context. Some models may incorporate this context into the new summary directly, so if you find yourself with a bunch of similar history entries, try setting this to 0.",
value=3,
min=0,
max=10,
step=1,
),
},
)
}
def on_history_add(self, event):
asyncio.ensure_future(self.build_archive(event.scene))
def connect(self, scene):
super().connect(scene)
talemate.emit.async_signals.get("game_loop").connect(self.on_game_loop)
async def on_game_loop(self, emission: GameLoopEvent):
"""
Called when a conversation is generated
"""
await self.build_archive(self.scene)
scene.signals["history_add"].connect(self.on_history_add)
def clean_result(self, result):
if "#" in result:
@@ -99,75 +53,45 @@ class SummarizeAgent(Agent):
return result
@set_processing
async def build_archive(self, scene):
async def build_archive(self, scene, token_threshold:int=1500):
end = None
if not self.actions["archive"].enabled:
return
if not scene.archived_history:
start = 0
recent_entry = None
else:
recent_entry = scene.archived_history[-1]
if "end" not in recent_entry:
# permanent historical archive entry, not tied to any specific history entry
# meaning we are still at the beginning of the scene
start = 0
else:
start = recent_entry.get("end", 0) + 1
# if there is a recent entry we also collect the 3 most recentries
# as extra context
num_previous = self.actions["archive"].config["include_previous"].value
if recent_entry and num_previous > 0:
extra_context = "\n\n".join(
[entry["text"] for entry in scene.archived_history[-num_previous:]]
)
else:
extra_context = None
start = recent_entry.get("end", 0) + 1
tokens = 0
dialogue_entries = []
ts = "PT0S"
time_passage_termination = False
token_threshold = self.actions["archive"].config["threshold"].value
log.debug("build_archive", start=start, recent_entry=recent_entry)
if recent_entry:
ts = recent_entry.get("ts", ts)
for i in range(start, len(scene.history)):
dialogue = scene.history[i]
# log.debug("build_archive", idx=i, content=str(dialogue)[:64]+"...")
if isinstance(dialogue, DirectorMessage):
if i == start:
start += 1
continue
if isinstance(dialogue, TimePassageMessage):
log.debug("build_archive", time_passage_message=dialogue)
if i == start:
ts = util.iso8601_add(ts, dialogue.ts)
log.debug(
"build_archive",
time_passage_message=dialogue,
start=start,
i=i,
ts=ts,
)
log.debug("build_archive", time_passage_message=dialogue, start=start, i=i, ts=ts)
start += 1
continue
log.debug("build_archive", time_passage_message_termination=dialogue)
time_passage_termination = True
end = i - 1
break
tokens += util.count_tokens(dialogue)
dialogue_entries.append(dialogue)
if tokens > token_threshold: #
@@ -177,44 +101,43 @@ class SummarizeAgent(Agent):
if end is None:
# nothing to archive yet
return
log.debug("build_archive", start=start, end=end, ts=ts, time_passage_termination=time_passage_termination)
log.debug(
"build_archive",
start=start,
end=end,
ts=ts,
time_passage_termination=time_passage_termination,
)
extra_context = None
if recent_entry:
extra_context = recent_entry["text"]
# in order to summarize coherently, we need to determine if there is a favorable
# cutoff point (e.g., the scene naturally ends or shifts meaninfully in the middle
# of the dialogue)
#
# One way to do this is to check if the last line is a TimePassageMessage, which
# indicates a scene change or a significant pause.
#
# indicates a scene change or a significant pause.
#
# If not, we can ask the AI to find a good point of
# termination.
if not time_passage_termination:
# No TimePassageMessage, so we need to ask the AI to find a good point of termination
terminating_line = await self.analyze_dialoge(dialogue_entries)
if terminating_line:
adjusted_dialogue = []
for line in dialogue_entries:
for line in dialogue_entries:
if str(line) in terminating_line:
break
adjusted_dialogue.append(line)
dialogue_entries = adjusted_dialogue
end = start + len(dialogue_entries) - 1
end = start + len(dialogue_entries)
if dialogue_entries:
summarized = await self.summarize(
"\n".join(map(str, dialogue_entries)), extra_context=extra_context
)
else:
# AI has likely identified the first line as a scene change, so we can't summarize
# just use the first line
@@ -228,176 +151,55 @@ class SummarizeAgent(Agent):
@set_processing
async def analyze_dialoge(self, dialogue):
response = await Prompt.request(
"summarizer.analyze-dialogue",
self.client,
"analyze_freeform",
vars={
"dialogue": "\n".join(map(str, dialogue)),
"scene": self.scene,
"max_tokens": self.client.max_token_length,
},
)
response = await Prompt.request("summarizer.analyze-dialogue", self.client, "analyze_freeform", vars={
"dialogue": "\n".join(map(str, dialogue)),
"scene": self.scene,
"max_tokens": self.client.max_token_length,
})
response = self.clean_result(response)
return response
@set_processing
async def summarize(
self,
text: str,
perspective: str = None,
pins: Union[List[str], None] = None,
extra_context: str = None,
method: str = None,
extra_instructions: str = None,
):
"""
Summarize the given text
"""
response = await Prompt.request(
"summarizer.summarize-dialogue",
self.client,
"summarize",
vars={
"dialogue": text,
"scene": self.scene,
"max_tokens": self.client.max_token_length,
"summarization_method": self.actions["archive"].config["method"].value
if method is None
else method,
"extra_context": extra_context or "",
"extra_instructions": extra_instructions or "",
},
)
self.scene.log.info(
"summarize", dialogue_length=len(text), summarized_length=len(response)
)
response = await Prompt.request("summarizer.summarize-dialogue", self.client, "summarize", vars={
"dialogue": text,
"scene": self.scene,
"max_tokens": self.client.max_token_length,
})
self.scene.log.info("summarize", dialogue_length=len(text), summarized_length=len(response))
return self.clean_result(response)
async def build_stepped_archive_for_level(self, level: int):
"""
WIP - not yet used
This will iterate over existing archived_history entries
and stepped_archived_history entries and summarize based on time duration
indicated between the entries.
The lowest level of summarization (based on token threshold and any time passage)
happens in build_archive. This method is for summarizing furhter levels based on
long time pasages.
Level 0: small timestap summarize (summarizes all token summarizations when time advances +1 day)
Level 1: medium timestap summarize (summarizes all small timestep summarizations when time advances +1 week)
Level 2: large timestap summarize (summarizes all medium timestep summarizations when time advances +1 month)
Level 3: huge timestap summarize (summarizes all large timestep summarizations when time advances +1 year)
Level 4: massive timestap summarize (summarizes all huge timestep summarizations when time advances +10 years)
Level 5: epic timestap summarize (summarizes all massive timestep summarizations when time advances +100 years)
and so on (increasing by a factor of 10 each time)
```
@dataclass
class ArchiveEntry:
text: str
start: int = None
end: int = None
ts: str = None
```
Like token summarization this will use ArchiveEntry and start and end will refer to the entries in the
lower level of summarization.
Ts is the iso8601 timestamp of the start of the summarized period.
"""
# select the list to use for the entries
if level == 0:
entries = self.scene.archived_history
else:
entries = self.scene.stepped_archived_history[level - 1]
# select the list to summarize new entries to
target = self.scene.stepped_archived_history[level]
if not target:
raise ValueError(f"Invalid level {level}")
# determine the start and end of the period to summarize
if not entries:
return
# determine the time threshold for this level
# first calculate all possible thresholds in iso8601 format, starting with 1 day
thresholds = [
"P1D",
"P1W",
"P1M",
"P1Y",
@set_processing
async def simple_summary(
self, text: str, prompt_kind: str = "summarize", instructions: str = "Summarize"
):
prompt = [
text,
"",
f"Instruction: {instructions}",
"<|BOT|>Short Summary: ",
]
# TODO: auto extend?
response = await self.client.send_prompt("\n".join(map(str, prompt)), kind=prompt_kind)
if ":" in response:
response = response.split(":")[1].strip()
return response
time_threshold_in_seconds = util.iso8601_to_seconds(thresholds[level])
if not time_threshold_in_seconds:
raise ValueError(f"Invalid level {level}")
# determine the most recent summarized entry time, and then find entries
# that are newer than that in the lower list
ts = target[-1].ts if target else entries[0].ts
# determine the most recent entry at the lower level, if its not newer or
# the difference is less than the threshold, then we don't need to summarize
recent_entry = entries[-1]
if util.iso8601_diff(recent_entry.ts, ts) < time_threshold_in_seconds:
return
log.debug("build_stepped_archive", level=level, ts=ts)
# if target is empty, start is 0
# otherwise start is the end of the last entry
start = 0 if not target else target[-1].end
# collect entries starting at start until the combined time duration
# exceeds the threshold
entries_to_summarize = []
for entry in entries[start:]:
entries_to_summarize.append(entry)
if util.iso8601_diff(entry.ts, ts) > time_threshold_in_seconds:
break
# summarize the entries
# we also collect N entries of previous summaries to use as context
num_previous = self.actions["archive"].config["include_previous"].value
if num_previous > 0:
extra_context = "\n\n".join(
[entry["text"] for entry in target[-num_previous:]]
)
else:
extra_context = None
summarized = await self.summarize(
"\n".join(map(str, entries_to_summarize)), extra_context=extra_context
)
# push summarized entry to target
ts = entries_to_summarize[-1].ts
target.append(
data_objects.ArchiveEntry(
summarized, start, len(entries_to_summarize) - 1, ts=ts
)
)

View File

@@ -1,647 +0,0 @@
from __future__ import annotations
import asyncio
import base64
import functools
import io
import os
import tempfile
import time
import uuid
from typing import Union
import httpx
import nltk
import pydantic
import structlog
from nltk.tokenize import sent_tokenize
import talemate.config as config
import talemate.emit.async_signals
import talemate.instance as instance
from talemate.emit import emit
from talemate.emit.signals import handlers
from talemate.events import GameLoopNewMessageEvent
from talemate.scene_message import CharacterMessage, NarratorMessage
from .base import Agent, AgentAction, AgentActionConfig, set_processing
from .registry import register
try:
from TTS.api import TTS
except ImportError:
TTS = None
log = structlog.get_logger("talemate.agents.tts") #
if not TTS:
# TTS installation is massive and requires a lot of dependencies
# so we don't want to require it unless the user wants to use it
log.info(
"TTS (local) requires the TTS package, please install with `pip install TTS` if you want to use the local api"
)
def parse_chunks(text):
text = text.replace("...", "__ellipsis__")
chunks = sent_tokenize(text)
cleaned_chunks = []
for chunk in chunks:
chunk = chunk.replace("*", "")
if not chunk:
continue
cleaned_chunks.append(chunk)
for i, chunk in enumerate(cleaned_chunks):
chunk = chunk.replace("__ellipsis__", "...")
cleaned_chunks[i] = chunk
return cleaned_chunks
def clean_quotes(chunk: str):
# if there is an uneven number of quotes, remove the last one if its
# at the end of the chunk. If its in the middle, add a quote to the end
if chunk.count('"') % 2 == 1:
if chunk.endswith('"'):
chunk = chunk[:-1]
else:
chunk += '"'
return chunk
def rejoin_chunks(chunks: list[str], chunk_size: int = 250):
"""
Will combine chunks split by punctuation into a single chunk until
max chunk size is reached
"""
joined_chunks = []
current_chunk = ""
for chunk in chunks:
if len(current_chunk) + len(chunk) > chunk_size:
joined_chunks.append(clean_quotes(current_chunk))
current_chunk = ""
current_chunk += chunk
if current_chunk:
joined_chunks.append(clean_quotes(current_chunk))
return joined_chunks
class Voice(pydantic.BaseModel):
value: str
label: str
class VoiceLibrary(pydantic.BaseModel):
api: str
voices: list[Voice] = pydantic.Field(default_factory=list)
last_synced: float = None
@register()
class TTSAgent(Agent):
"""
Text to speech agent
"""
agent_type = "tts"
verbose_name = "Voice"
requires_llm_client = False
@classmethod
def config_options(cls, agent=None):
config_options = super().config_options(agent=agent)
if agent:
config_options["actions"]["_config"]["config"]["voice_id"]["choices"] = [
voice.model_dump() for voice in agent.list_voices_sync()
]
return config_options
def __init__(self, **kwargs):
self.is_enabled = False
nltk.download("punkt", quiet=True)
self.voices = {
"elevenlabs": VoiceLibrary(api="elevenlabs"),
"coqui": VoiceLibrary(api="coqui"),
"tts": VoiceLibrary(api="tts"),
}
self.config = config.load_config()
self.playback_done_event = asyncio.Event()
self.actions = {
"_config": AgentAction(
enabled=True,
label="Configure",
description="TTS agent configuration",
config={
"api": AgentActionConfig(
type="text",
choices=[
# TODO at local TTS support
{"value": "tts", "label": "TTS (Local)"},
{"value": "elevenlabs", "label": "Eleven Labs"},
{"value": "coqui", "label": "Coqui Studio"},
],
value="tts",
label="API",
description="Which TTS API to use",
onchange="emit",
),
"voice_id": AgentActionConfig(
type="text",
value="default",
label="Narrator Voice",
description="Voice ID/Name to use for TTS",
choices=[],
),
"generate_for_player": AgentActionConfig(
type="bool",
value=False,
label="Generate for player",
description="Generate audio for player messages",
),
"generate_for_npc": AgentActionConfig(
type="bool",
value=True,
label="Generate for NPCs",
description="Generate audio for NPC messages",
),
"generate_for_narration": AgentActionConfig(
type="bool",
value=True,
label="Generate for narration",
description="Generate audio for narration messages",
),
"generate_chunks": AgentActionConfig(
type="bool",
value=False,
label="Split generation",
description="Generate audio chunks for each sentence - will be much more responsive but may loose context to inform inflection",
),
},
),
}
self.actions["_config"].model_dump()
handlers["config_saved"].connect(self.on_config_saved)
@property
def enabled(self):
return self.is_enabled
@property
def has_toggle(self):
return True
@property
def experimental(self):
return False
@property
def not_ready_reason(self) -> str:
"""
Returns a string explaining why the agent is not ready
"""
if self.ready:
return ""
if self.api == "tts":
if not TTS:
return "TTS not installed"
elif self.requires_token and not self.token:
return "No API token"
elif not self.default_voice_id:
return "No voice selected"
@property
def agent_details(self):
suffix = ""
if not self.ready:
suffix = f" - {self.not_ready_reason}"
else:
suffix = f" - {self.voice_id_to_label(self.default_voice_id)}"
api = self.api
choices = self.actions["_config"].config["api"].choices
api_label = api
for choice in choices:
if choice["value"] == api:
api_label = choice["label"]
break
return f"{api_label}{suffix}"
@property
def api(self):
return self.actions["_config"].config["api"].value
@property
def token(self):
api = self.api
return self.config.get(api, {}).get("api_key")
@property
def default_voice_id(self):
return self.actions["_config"].config["voice_id"].value
@property
def requires_token(self):
return self.api != "tts"
@property
def ready(self):
if self.api == "tts":
if not TTS:
return False
return True
return (not self.requires_token or self.token) and self.default_voice_id
@property
def status(self):
if not self.enabled:
return "disabled"
if self.ready:
return "active" if not getattr(self, "processing", False) else "busy"
if self.requires_token and not self.token:
return "error"
if self.api == "tts":
if not TTS:
return "error"
return "uninitialized"
@property
def max_generation_length(self):
if self.api == "elevenlabs":
return 1024
elif self.api == "coqui":
return 250
return 250
def apply_config(self, *args, **kwargs):
try:
api = kwargs["actions"]["_config"]["config"]["api"]["value"]
except KeyError:
api = self.api
api_changed = api != self.api
log.debug(
"apply_config", api=api, api_changed=api != self.api, current_api=self.api
)
super().apply_config(*args, **kwargs)
if api_changed:
try:
self.actions["_config"].config["voice_id"].value = (
self.voices[api].voices[0].value
)
except IndexError:
self.actions["_config"].config["voice_id"].value = ""
def connect(self, scene):
super().connect(scene)
talemate.emit.async_signals.get("game_loop_new_message").connect(
self.on_game_loop_new_message
)
def on_config_saved(self, event):
config = event.data
self.config = config
instance.emit_agent_status(self.__class__, self)
async def on_game_loop_new_message(self, emission: GameLoopNewMessageEvent):
"""
Called when a conversation is generated
"""
if not self.enabled or not self.ready:
return
if not isinstance(emission.message, (CharacterMessage, NarratorMessage)):
return
if (
isinstance(emission.message, NarratorMessage)
and not self.actions["_config"].config["generate_for_narration"].value
):
return
if isinstance(emission.message, CharacterMessage):
if (
emission.message.source == "player"
and not self.actions["_config"].config["generate_for_player"].value
):
return
elif (
emission.message.source == "ai"
and not self.actions["_config"].config["generate_for_npc"].value
):
return
if isinstance(emission.message, CharacterMessage):
character_prefix = emission.message.split(":", 1)[0]
else:
character_prefix = ""
log.info(
"reactive tts", message=emission.message, character_prefix=character_prefix
)
await self.generate(str(emission.message).replace(character_prefix + ": ", ""))
def voice(self, voice_id: str) -> Union[Voice, None]:
for voice in self.voices[self.api].voices:
if voice.value == voice_id:
return voice
return None
def voice_id_to_label(self, voice_id: str):
for voice in self.voices[self.api].voices:
if voice.value == voice_id:
return voice.label
return None
def list_voices_sync(self):
loop = asyncio.get_event_loop()
return loop.run_until_complete(self.list_voices())
async def list_voices(self):
if self.requires_token and not self.token:
return []
library = self.voices[self.api]
# TODO: allow re-syncing voices
if library.last_synced:
return library.voices
list_fn = getattr(self, f"_list_voices_{self.api}")
log.info("Listing voices", api=self.api)
library.voices = await list_fn()
library.last_synced = time.time()
# if the current voice cannot be found, reset it
if not self.voice(self.default_voice_id):
self.actions["_config"].config["voice_id"].value = ""
# set loading to false
return library.voices
@set_processing
async def generate(self, text: str):
if not self.enabled or not self.ready or not text:
return
self.playback_done_event.set()
generate_fn = getattr(self, f"_generate_{self.api}")
if self.actions["_config"].config["generate_chunks"].value:
chunks = parse_chunks(text)
chunks = rejoin_chunks(chunks)
else:
chunks = parse_chunks(text)
chunks = rejoin_chunks(chunks, chunk_size=self.max_generation_length)
# Start generating audio chunks in the background
generation_task = asyncio.create_task(self.generate_chunks(generate_fn, chunks))
# Wait for both tasks to complete
await asyncio.gather(generation_task)
async def generate_chunks(self, generate_fn, chunks):
for chunk in chunks:
chunk = chunk.replace("*", "").strip()
log.info("Generating audio", api=self.api, chunk=chunk)
audio_data = await generate_fn(chunk)
self.play_audio(audio_data)
def play_audio(self, audio_data):
# play audio through the python audio player
# play(audio_data)
emit(
"audio_queue",
data={"audio_data": base64.b64encode(audio_data).decode("utf-8")},
)
self.playback_done_event.set() # Signal that playback is finished
# LOCAL
async def _generate_tts(self, text: str) -> Union[bytes, None]:
if not TTS:
return
tts_config = self.config.get("tts", {})
model = tts_config.get("model")
device = tts_config.get("device", "cpu")
log.debug("tts local", model=model, device=device)
if not hasattr(self, "tts_instance"):
self.tts_instance = TTS(model).to(device)
tts = self.tts_instance
loop = asyncio.get_event_loop()
voice = self.voice(self.default_voice_id)
with tempfile.TemporaryDirectory() as temp_dir:
file_path = os.path.join(temp_dir, f"tts-{uuid.uuid4()}.wav")
await loop.run_in_executor(
None,
functools.partial(
tts.tts_to_file,
text=text,
speaker_wav=voice.value,
language="en",
file_path=file_path,
),
)
# tts.tts_to_file(text=text, speaker_wav=voice.value, language="en", file_path=file_path)
with open(file_path, "rb") as f:
return f.read()
async def _list_voices_tts(self) -> dict[str, str]:
return [
Voice(**voice) for voice in self.config.get("tts", {}).get("voices", [])
]
# ELEVENLABS
async def _generate_elevenlabs(
self, text: str, chunk_size: int = 1024
) -> Union[bytes, None]:
api_key = self.token
if not api_key:
return
async with httpx.AsyncClient() as client:
url = f"https://api.elevenlabs.io/v1/text-to-speech/{self.default_voice_id}"
headers = {
"Accept": "audio/mpeg",
"Content-Type": "application/json",
"xi-api-key": api_key,
}
data = {
"text": text,
"model_id": self.config.get("elevenlabs", {}).get("model"),
"voice_settings": {"stability": 0.5, "similarity_boost": 0.5},
}
response = await client.post(url, json=data, headers=headers, timeout=300)
if response.status_code == 200:
bytes_io = io.BytesIO()
for chunk in response.iter_bytes(chunk_size=chunk_size):
if chunk:
bytes_io.write(chunk)
# Put the audio data in the queue for playback
return bytes_io.getvalue()
else:
log.error(f"Error generating audio: {response.text}")
async def _list_voices_elevenlabs(self) -> dict[str, str]:
url_voices = "https://api.elevenlabs.io/v1/voices"
voices = []
async with httpx.AsyncClient() as client:
headers = {
"Accept": "application/json",
"xi-api-key": self.token,
}
response = await client.get(
url_voices, headers=headers, params={"per_page": 1000}
)
speakers = response.json()["voices"]
voices.extend(
[
Voice(value=speaker["voice_id"], label=speaker["name"])
for speaker in speakers
]
)
# sort by name
voices.sort(key=lambda x: x.label)
return voices
# COQUI STUDIO
async def _generate_coqui(self, text: str) -> Union[bytes, None]:
api_key = self.token
if not api_key:
return
async with httpx.AsyncClient() as client:
url = "https://app.coqui.ai/api/v2/samples/xtts/render/"
headers = {
"Accept": "application/json",
"Content-Type": "application/json",
"Authorization": f"Bearer {api_key}",
}
data = {
"voice_id": self.default_voice_id,
"text": text,
"language": "en", # Assuming English language for simplicity; this could be parameterized
}
# Make the POST request to Coqui API
response = await client.post(url, json=data, headers=headers, timeout=300)
if response.status_code in [200, 201]:
# Parse the JSON response to get the audio URL
response_data = response.json()
audio_url = response_data.get("audio_url")
if audio_url:
# Make a GET request to download the audio file
audio_response = await client.get(audio_url)
if audio_response.status_code == 200:
# delete the sample from Coqui Studio
# await self._cleanup_coqui(response_data.get('id'))
return audio_response.content
else:
log.error(f"Error downloading audio: {audio_response.text}")
else:
log.error("No audio URL in response")
else:
log.error(f"Error generating audio: {response.text}")
async def _cleanup_coqui(self, sample_id: str):
api_key = self.token
if not api_key or not sample_id:
return
async with httpx.AsyncClient() as client:
url = f"https://app.coqui.ai/api/v2/samples/xtts/{sample_id}"
headers = {"Authorization": f"Bearer {api_key}"}
# Make the DELETE request to Coqui API
response = await client.delete(url, headers=headers)
if response.status_code == 204:
log.info(f"Successfully deleted sample with ID: {sample_id}")
else:
log.error(
f"Error deleting sample with ID: {sample_id}: {response.text}"
)
async def _list_voices_coqui(self) -> dict[str, str]:
url_speakers = "https://app.coqui.ai/api/v2/speakers"
url_custom_voices = "https://app.coqui.ai/api/v2/voices"
voices = []
async with httpx.AsyncClient() as client:
headers = {"Authorization": f"Bearer {self.token}"}
response = await client.get(
url_speakers, headers=headers, params={"per_page": 1000}
)
speakers = response.json()["result"]
voices.extend(
[
Voice(value=speaker["id"], label=speaker["name"])
for speaker in speakers
]
)
response = await client.get(
url_custom_voices, headers=headers, params={"per_page": 1000}
)
custom_voices = response.json()["result"]
voices.extend(
[
Voice(value=voice["id"], label=voice["name"])
for voice in custom_voices
]
)
# sort by name
voices.sort(key=lambda x: x.label)
return voices

View File

@@ -1,54 +1,42 @@
from __future__ import annotations
import dataclasses
import json
import time
import uuid
from typing import TYPE_CHECKING, Callable, List, Optional, Union
import isodate
import structlog
from typing import TYPE_CHECKING, Callable, List, Optional, Union
import talemate.emit.async_signals
import talemate.util as util
from talemate.prompts import Prompt
from talemate.scene_message import DirectorMessage, TimePassageMessage
from talemate.emit import emit
from talemate.events import GameLoopEvent
from talemate.instance import get_agent
from talemate.prompts import Prompt
from talemate.scene_message import (
DirectorMessage,
ReinforcementMessage,
TimePassageMessage,
)
from talemate.world_state import InsertionMode
from .base import Agent, AgentAction, AgentActionConfig, AgentEmission, set_processing
from .base import Agent, set_processing, AgentAction, AgentActionConfig, AgentEmission
from .registry import register
import structlog
import isodate
import time
log = structlog.get_logger("talemate.agents.world_state")
talemate.emit.async_signals.register("agent.world_state.time")
@dataclasses.dataclass
class WorldStateAgentEmission(AgentEmission):
"""
Emission class for world state agent
"""
pass
@dataclasses.dataclass
class TimePassageEmission(WorldStateAgentEmission):
"""
Emission class for time passage
"""
duration: str
narrative: str
human_duration: str = None
@register()
class WorldStateAgent(Agent):
@@ -63,57 +51,21 @@ class WorldStateAgent(Agent):
self.client = client
self.is_enabled = True
self.actions = {
"update_world_state": AgentAction(
enabled=True,
label="Update world state",
description="Will attempt to update the world state based on the current scene. Runs automatically every N turns.",
config={
"turns": AgentActionConfig(
type="number",
label="Turns",
description="Number of turns to wait before updating the world state.",
value=5,
min=1,
max=100,
step=1,
)
},
),
"update_reinforcements": AgentAction(
enabled=True,
label="Update state reinforcements",
description="Will attempt to update any due state reinforcements.",
config={},
),
"check_pin_conditions": AgentAction(
enabled=True,
label="Update conditional context pins",
description="Will evaluate context pins conditions and toggle those pins accordingly. Runs automatically every N turns.",
config={
"turns": AgentActionConfig(
type="number",
label="Turns",
description="Number of turns to wait before checking conditions.",
value=2,
min=1,
max=100,
step=1,
)
},
),
"update_world_state": AgentAction(enabled=True, label="Update world state", description="Will attempt to update the world state based on the current scene. Runs automatically after AI dialogue (n turns).", config={
"turns": AgentActionConfig(type="number", label="Turns", description="Number of turns to wait before updating the world state.", value=5, min=1, max=100, step=1)
}),
}
self.next_update = 0
self.next_pin_check = 0
@property
def enabled(self):
return self.is_enabled
@property
def has_toggle(self):
return True
@property
def experimental(self):
return True
@@ -122,121 +74,81 @@ class WorldStateAgent(Agent):
super().connect(scene)
talemate.emit.async_signals.get("game_loop").connect(self.on_game_loop)
async def advance_time(self, duration: str, narrative: str = None):
async def advance_time(self, duration:str, narrative:str=None):
"""
Emit a time passage message
"""
isodate.parse_duration(duration)
human_duration = util.iso8601_duration_to_human(duration, suffix=" later")
message = TimePassageMessage(ts=duration, message=human_duration)
msg_text = narrative or util.iso8601_duration_to_human(duration, suffix=" later")
message = TimePassageMessage(ts=duration, message=msg_text)
log.debug("world_state.advance_time", message=message)
self.scene.push_history(message)
self.scene.emit_status()
emit("time", message)
await talemate.emit.async_signals.get("agent.world_state.time").send(
TimePassageEmission(
agent=self,
duration=duration,
narrative=narrative,
human_duration=human_duration,
)
TimePassageEmission(agent=self, duration=duration, narrative=msg_text)
)
async def on_game_loop(self, emission: GameLoopEvent):
async def on_game_loop(self, emission:GameLoopEvent):
"""
Called when a conversation is generated
"""
if not self.enabled:
return
await self.update_world_state()
await self.auto_update_reinforcments()
await self.auto_check_pin_conditions()
async def auto_update_reinforcments(self):
if not self.enabled:
return
if not self.actions["update_reinforcements"].enabled:
return
await self.update_reinforcements()
async def auto_check_pin_conditions(self):
if not self.enabled:
return
if not self.actions["check_pin_conditions"].enabled:
return
if (
self.next_pin_check
% self.actions["check_pin_conditions"].config["turns"].value
!= 0
or self.next_pin_check == 0
):
self.next_pin_check += 1
return
self.next_pin_check = 0
await self.check_pin_conditions()
async def update_world_state(self):
if not self.enabled:
return
if not self.actions["update_world_state"].enabled:
return
log.debug(
"update_world_state",
next_update=self.next_update,
turns=self.actions["update_world_state"].config["turns"].value,
)
log.debug("update_world_state", next_update=self.next_update, turns=self.actions["update_world_state"].config["turns"].value)
scene = self.scene
if (
self.next_update % self.actions["update_world_state"].config["turns"].value
!= 0
or self.next_update == 0
):
if self.next_update % self.actions["update_world_state"].config["turns"].value != 0 or self.next_update == 0:
self.next_update += 1
return
self.next_update = 0
await scene.world_state.request_update()
@set_processing
async def request_world_state(self):
t1 = time.time()
_, world_state = await Prompt.request(
"world_state.request-world-state-v2",
self.client,
"analyze_long",
vars={
vars = {
"scene": self.scene,
"max_tokens": self.client.max_token_length,
"object_type": "character",
"object_type_plural": "characters",
},
}
)
self.scene.log.debug(
"request_world_state", response=world_state, time=time.time() - t1
)
self.scene.log.debug("request_world_state", response=world_state, time=time.time() - t1)
return world_state
@set_processing
async def request_world_state_inline(self):
"""
EXPERIMENTAL, Overall the one shot request seems about as coherent as the inline request, but the inline request is is about twice as slow and would need to run on every dialogue line.
"""
@@ -249,18 +161,14 @@ class WorldStateAgent(Agent):
"world_state.request-world-state-inline-items",
self.client,
"analyze_long",
vars={
vars = {
"scene": self.scene,
"max_tokens": self.client.max_token_length,
},
}
)
self.scene.log.debug(
"request_world_state_inline",
marked_items=marked_items_response,
time=time.time() - t1,
)
self.scene.log.debug("request_world_state_inline", marked_items=marked_items_response, time=time.time() - t1)
return marked_items_response
@set_processing
@@ -268,107 +176,70 @@ class WorldStateAgent(Agent):
self,
text: str,
):
response = await Prompt.request(
"world_state.analyze-time-passage",
self.client,
"analyze_freeform_short",
vars={
vars = {
"scene": self.scene,
"max_tokens": self.client.max_token_length,
"text": text,
},
}
)
duration = response.split("\n")[0].split(" ")[0].strip()
if not duration.startswith("P"):
duration = "P" + duration
duration = "P"+duration
return duration
@set_processing
async def analyze_text_and_extract_context(
self,
text: str,
goal: str,
):
response = await Prompt.request(
"world_state.analyze-text-and-extract-context",
self.client,
"analyze_freeform",
vars={
vars = {
"scene": self.scene,
"max_tokens": self.client.max_token_length,
"text": text,
"goal": goal,
},
}
)
log.debug(
"analyze_text_and_extract_context", goal=goal, text=text, response=response
)
log.debug("analyze_text_and_extract_context", goal=goal, text=text, response=response)
return response
@set_processing
async def analyze_text_and_extract_context_via_queries(
self,
text: str,
goal: str,
) -> list[str]:
response = await Prompt.request(
"world_state.analyze-text-and-generate-rag-queries",
self.client,
"analyze_freeform",
vars={
"scene": self.scene,
"max_tokens": self.client.max_token_length,
"text": text,
"goal": goal,
},
)
queries = response.split("\n")
memory_agent = get_agent("memory")
context = await memory_agent.multi_query(queries, iterate=3)
log.debug(
"analyze_text_and_extract_context_via_queries",
goal=goal,
text=text,
queries=queries,
context=context,
)
return context
@set_processing
async def analyze_and_follow_instruction(
self,
text: str,
instruction: str,
):
response = await Prompt.request(
"world_state.analyze-text-and-follow-instruction",
self.client,
"analyze_freeform",
vars={
vars = {
"scene": self.scene,
"max_tokens": self.client.max_token_length,
"text": text,
"instruction": instruction,
},
}
)
log.debug(
"analyze_and_follow_instruction",
instruction=instruction,
text=text,
response=response,
)
log.debug("analyze_and_follow_instruction", instruction=instruction, text=text, response=response)
return response
@set_processing
@@ -377,52 +248,76 @@ class WorldStateAgent(Agent):
text: str,
query: str,
):
response = await Prompt.request(
"world_state.analyze-text-and-answer-question",
self.client,
"analyze_freeform",
vars={
vars = {
"scene": self.scene,
"max_tokens": self.client.max_token_length,
"text": text,
"query": query,
},
}
)
log.debug(
"analyze_text_and_answer_question",
query=query,
text=text,
response=response,
)
log.debug("analyze_text_and_answer_question", query=query, text=text, response=response)
return response
@set_processing
async def identify_characters(
self,
text: str = None,
):
"""
Attempts to identify characters in the given text.
"""
_, data = await Prompt.request(
"world_state.identify-characters",
self.client,
"analyze",
vars={
vars = {
"scene": self.scene,
"max_tokens": self.client.max_token_length,
"text": text,
},
}
)
log.debug("identify_characters", text=text, data=data)
return data
def _parse_character_sheet(self, response):
@set_processing
async def extract_character_sheet(
self,
name:str,
text:str = None,
):
"""
Attempts to extract a character sheet from the given text.
"""
response = await Prompt.request(
"world_state.extract-character-sheet",
self.client,
"analyze_creative",
vars = {
"scene": self.scene,
"max_tokens": self.client.max_token_length,
"text": text,
"name": name,
}
)
# loop through each line in response and if it contains a : then extract
# the left side as an attribute name and the right side as the value
#
# break as soon as a non-empty line is found that doesn't contain a :
data = {}
for line in response.split("\n"):
if not line.strip():
@@ -431,307 +326,28 @@ class WorldStateAgent(Agent):
break
name, value = line.split(":", 1)
data[name.strip()] = value.strip()
return data
@set_processing
async def extract_character_sheet(
self,
name: str,
text: str = None,
):
"""
Attempts to extract a character sheet from the given text.
"""
response = await Prompt.request(
"world_state.extract-character-sheet",
self.client,
"create",
vars={
"scene": self.scene,
"max_tokens": self.client.max_token_length,
"text": text,
"name": name,
},
)
# loop through each line in response and if it contains a : then extract
# the left side as an attribute name and the right side as the value
#
# break as soon as a non-empty line is found that doesn't contain a :
return self._parse_character_sheet(response)
@set_processing
async def match_character_names(self, names: list[str]):
async def match_character_names(self, names:list[str]):
"""
Attempts to match character names.
"""
_, response = await Prompt.request(
"world_state.match-character-names",
self.client,
"analyze_long",
vars={
vars = {
"scene": self.scene,
"max_tokens": self.client.max_token_length,
"names": names,
},
)
log.debug("match_character_names", names=names, response=response)
return response
@set_processing
async def update_reinforcements(self, force: bool = False):
"""
Queries due worldstate re-inforcements
"""
for reinforcement in self.scene.world_state.reinforce:
if reinforcement.due <= 0 or force:
await self.update_reinforcement(
reinforcement.question, reinforcement.character
)
else:
reinforcement.due -= 1
@set_processing
async def update_reinforcement(
self, question: str, character: str = None, reset: bool = False
):
"""
Queries a single re-inforcement
"""
message = None
idx, reinforcement = await self.scene.world_state.find_reinforcement(
question, character
)
if not reinforcement:
return
source = f"{reinforcement.question}:{reinforcement.character if reinforcement.character else ''}"
if reset and reinforcement.insert == "sequential":
self.scene.pop_history(typ="reinforcement", source=source, all=True)
answer = await Prompt.request(
"world_state.update-reinforcements",
self.client,
"analyze_freeform",
vars={
"scene": self.scene,
"max_tokens": self.client.max_token_length,
"question": reinforcement.question,
"instructions": reinforcement.instructions or "",
"character": self.scene.get_character(reinforcement.character)
if reinforcement.character
else None,
"answer": (reinforcement.answer if not reset else None) or "",
"reinforcement": reinforcement,
},
)
reinforcement.answer = answer
reinforcement.due = reinforcement.interval
# remove any recent previous reinforcement message with same question
# to avoid overloading the near history with reinforcement messages
if not reset:
self.scene.pop_history(
typ="reinforcement", source=source, max_iterations=10
)
if reinforcement.insert == "sequential":
# insert the reinforcement message at the current position
message = ReinforcementMessage(message=answer, source=source)
log.debug("update_reinforcement", message=message, reset=reset)
self.scene.push_history(message)
# if reinforcement has a character name set, update the character detail
if reinforcement.character:
character = self.scene.get_character(reinforcement.character)
await character.set_detail(reinforcement.question, answer)
else:
# set world entry
await self.scene.world_state_manager.save_world_entry(
reinforcement.question,
reinforcement.as_context_line,
{},
)
self.scene.world_state.emit()
return message
@set_processing
async def check_pin_conditions(
self,
):
"""
Checks if any context pin conditions
"""
pins_with_condition = {
entry_id: {
"condition": pin.condition,
"state": pin.condition_state,
}
for entry_id, pin in self.scene.world_state.pins.items()
if pin.condition
}
if not pins_with_condition:
return
first_entry_id = list(pins_with_condition.keys())[0]
_, answers = await Prompt.request(
"world_state.check-pin-conditions",
self.client,
"analyze",
vars={
"scene": self.scene,
"max_tokens": self.client.max_token_length,
"previous_states": json.dumps(pins_with_condition, indent=2),
"coercion": {first_entry_id: {"condition": ""}},
},
)
world_state = self.scene.world_state
state_change = False
for entry_id, answer in answers.items():
if entry_id not in world_state.pins:
log.warning(
"check_pin_conditions",
entry_id=entry_id,
answer=answer,
msg="entry_id not found in world_state.pins (LLM failed to produce a clean response)",
)
continue
log.info("check_pin_conditions", entry_id=entry_id, answer=answer)
state = answer.get("state")
if state is True or (
isinstance(state, str) and state.lower() in ["true", "yes", "y"]
):
prev_state = world_state.pins[entry_id].condition_state
world_state.pins[entry_id].condition_state = True
world_state.pins[entry_id].active = True
if prev_state != world_state.pins[entry_id].condition_state:
state_change = True
else:
if world_state.pins[entry_id].condition_state is not False:
world_state.pins[entry_id].condition_state = False
world_state.pins[entry_id].active = False
state_change = True
if state_change:
await self.scene.load_active_pins()
self.scene.emit_status()
@set_processing
async def summarize_and_pin(self, message_id: int, num_messages: int = 3) -> str:
"""
Will take a message index and then walk back N messages
summarizing the scene and pinning it to the context.
"""
creator = get_agent("creator")
summarizer = get_agent("summarizer")
message_index = self.scene.message_index(message_id)
text = self.scene.snapshot(lines=num_messages, start=message_index)
extra_context = self.scene.snapshot(
lines=50, start=message_index - num_messages
)
summary = await summarizer.summarize(
text,
extra_context=extra_context,
method="short",
extra_instructions="Pay particularly close attention to decisions, agreements or promises made.",
)
entry_id = util.clean_id(await creator.generate_title(summary))
ts = self.scene.ts
log.debug(
"summarize_and_pin",
message_id=message_id,
message_index=message_index,
num_messages=num_messages,
summary=summary,
entry_id=entry_id,
ts=ts,
)
await self.scene.world_state_manager.save_world_entry(
entry_id,
summary,
{
"ts": ts,
},
)
await self.scene.world_state_manager.set_pin(
entry_id,
active=True,
)
await self.scene.load_active_pins()
self.scene.emit_status()
@set_processing
async def is_character_present(self, character: str) -> bool:
"""
Check if a character is present in the scene
Arguments:
- `character`: The character to check.
"""
if len(self.scene.history) < 10:
text = self.scene.intro + "\n\n" + self.scene.snapshot(lines=50)
else:
text = self.scene.snapshot(lines=50)
is_present = await self.analyze_text_and_answer_question(
text=text,
query=f"Is {character} present AND active in the current scene? Answert with 'yes' or 'no'.",
)
return is_present.lower().startswith("y")
@set_processing
async def is_character_leaving(self, character: str) -> bool:
"""
Check if a character is leaving the scene
Arguments:
- `character`: The character to check.
"""
if len(self.scene.history) < 10:
text = self.scene.intro + "\n\n" + self.scene.snapshot(lines=50)
else:
text = self.scene.snapshot(lines=50)
is_leaving = await self.analyze_text_and_answer_question(
text=text,
query=f"Is {character} leaving the current scene? Answert with 'yes' or 'no'.",
)
return is_leaving.lower().startswith("y")
log.debug("match_character_names", names=names, response=response)
return response

View File

@@ -1,11 +1,10 @@
from __future__ import annotations
import dataclasses
from typing import TYPE_CHECKING, Any
import dataclasses
if TYPE_CHECKING:
from talemate import Scene
import structlog
__all__ = ["AutomatedAction", "register", "initialize_for_scene"]
@@ -14,64 +13,50 @@ log = structlog.get_logger("talemate.automated_action")
AUTOMATED_ACTIONS = {}
def initialize_for_scene(scene: Scene):
def initialize_for_scene(scene:Scene):
for uid, config in AUTOMATED_ACTIONS.items():
scene.automated_actions[uid] = config.cls(
scene,
uid=uid,
frequency=config.frequency,
call_initially=config.call_initially,
enabled=config.enabled,
enabled=config.enabled
)
@dataclasses.dataclass
class AutomatedActionConfig:
uid: str
cls: AutomatedAction
frequency: int = 5
call_initially: bool = False
enabled: bool = True
uid:str
cls:AutomatedAction
frequency:int=5
call_initially:bool=False
enabled:bool=True
class register:
def __init__(
self,
uid: str,
frequency: int = 5,
call_initially: bool = False,
enabled: bool = True,
):
def __init__(self, uid:str, frequency:int=5, call_initially:bool=False, enabled:bool=True):
self.uid = uid
self.frequency = frequency
self.call_initially = call_initially
self.enabled = enabled
def __call__(self, action: AutomatedAction):
def __call__(self, action:AutomatedAction):
AUTOMATED_ACTIONS[self.uid] = AutomatedActionConfig(
self.uid,
action,
frequency=self.frequency,
call_initially=self.call_initially,
enabled=self.enabled,
self.uid,
action,
frequency=self.frequency,
call_initially=self.call_initially,
enabled=self.enabled
)
return action
class AutomatedAction:
"""
An action that will be executed every n turns
"""
def __init__(
self,
scene: Scene,
frequency: int = 5,
call_initially: bool = False,
uid: str = None,
enabled: bool = True,
):
def __init__(self, scene:Scene, frequency:int=5, call_initially:bool=False, uid:str=None, enabled:bool=True):
self.scene = scene
self.enabled = enabled
self.frequency = frequency
@@ -79,19 +64,14 @@ class AutomatedAction:
self.uid = uid
if call_initially:
self.turns = frequency
async def __call__(self):
log.debug(
"automated_action",
uid=self.uid,
enabled=self.enabled,
frequency=self.frequency,
turns=self.turns,
)
log.debug("automated_action", uid=self.uid, enabled=self.enabled, frequency=self.frequency, turns=self.turns)
if not self.enabled:
return False
if self.turns % self.frequency == 0:
result = await self.action()
log.debug("automated_action", result=result)
@@ -99,9 +79,10 @@ class AutomatedAction:
# action could not be performed at this turn, we will try again next turn
return False
self.turns += 1
async def action(self) -> Any:
"""
Override this method to implement your action.
"""
raise NotImplementedError()
raise NotImplementedError()

View File

@@ -1,59 +0,0 @@
from typing import TYPE_CHECKING, Union
from talemate.instance import get_agent
if TYPE_CHECKING:
from talemate.tale_mate import Actor, Character, Scene
__all__ = [
"deactivate_character",
"activate_character",
]
async def deactivate_character(scene: "Scene", character: Union[str, "Character"]):
"""
Deactivates a character
Arguments:
- `scene`: The scene to deactivate the character from
- `character`: The character to deactivate. Can be a string (the character's name) or a Character object
"""
if isinstance(character, str):
character = scene.get_character(character)
if character.is_player:
# can't deactivate the player
return False
if character.name in scene.inactive_characters:
# already deactivated
return False
await scene.remove_actor(character.actor)
scene.inactive_characters[character.name] = character
async def activate_character(scene: "Scene", character: Union[str, "Character"]):
"""
Activates a character
Arguments:
- `scene`: The scene to activate the character in
- `character`: The character to activate. Can be a string (the character's name) or a Character object
"""
if isinstance(character, str):
character = scene.get_character(character)
if character.name not in scene.inactive_characters:
# already activated
return False
actor = scene.Actor(character, get_agent("conversation"))
await scene.add_actor(actor)
del scene.inactive_characters[character.name]

View File

@@ -2,13 +2,15 @@ import argparse
import asyncio
import glob
import os
import structlog
from dotenv import load_dotenv
import talemate.instance as instance
from talemate import Actor, Character, Helper, Player, Scene
from talemate.agents import ConversationAgent
from talemate.agents import (
ConversationAgent,
)
from talemate.client import OpenAIClient, TextGeneratorWebuiClient
from talemate.emit.console import Console
from talemate.load import (
@@ -127,6 +129,7 @@ async def run_console_session(parser, args):
default_client = None
if "textgenwebui" in clients.values() or args.client == "textgenwebui":
# Init the TextGeneratorWebuiClient with ConversationAgent and create an actor
textgenwebui_api_url = args.textgenwebui_url
@@ -142,6 +145,7 @@ async def run_console_session(parser, args):
clients[client_name] = text_generator_webui_client
if "openai" in clients.values() or args.client == "openai":
openai_client = OpenAIClient()
for client_name, client_typ in clients.items():

View File

@@ -1,8 +1,6 @@
import os
import talemate.client.runpod
from talemate.client.lmstudio import LMStudioClient
from talemate.client.openai import OpenAIClient
from talemate.client.openai_compat import OpenAICompatibleClient
from talemate.client.registry import CLIENT_CLASSES, get_client_class, register
from talemate.client.textgenwebui import TextGeneratorWebuiClient
from talemate.client.lmstudio import LMStudioClient
import talemate.client.runpod

View File

@@ -1,26 +1,26 @@
"""
A unified client base, based on the openai API
"""
import logging
import copy
import random
import time
from typing import Callable, Union
from typing import Callable
import pydantic
import structlog
from openai import AsyncOpenAI, PermissionDeniedError
import logging
from openai import AsyncOpenAI
from talemate.emit import emit
import talemate.instance as instance
import talemate.client.presets as presets
import talemate.client.system_prompts as system_prompts
import talemate.instance as instance
import talemate.util as util
from talemate.agents.context import active_agent
from talemate.client.context import client_context_attribute
from talemate.client.model_prompts import model_prompt
from talemate.emit import emit
# Set up logging level for httpx to WARNING to suppress debug logs.
logging.getLogger("httpx").setLevel(logging.WARNING)
logging.getLogger('httpx').setLevel(logging.WARNING)
REMOTE_SERVICES = [
# TODO: runpod.py should add this to the list
@@ -29,130 +29,103 @@ REMOTE_SERVICES = [
STOPPING_STRINGS = ["<|im_end|>", "</s>"]
class ErrorAction(pydantic.BaseModel):
title: str
action_name: str
icon: str = "mdi-error"
arguments: list = []
class Defaults(pydantic.BaseModel):
api_url: str = "http://localhost:5000"
max_token_length: int = 4096
class ClientBase:
api_url: str
model_name: str
api_key: str = None
name: str = None
name:str = None
enabled: bool = True
current_status: str = None
max_token_length: int = 4096
randomizable_inference_parameters: list[str] = ["temperature"]
processing: bool = False
connected: bool = False
conversation_retries: int = 2
auto_break_repetition_enabled: bool = True
conversation_retries: int = 5
client_type = "base"
class Meta(pydantic.BaseModel):
experimental: Union[None, str] = None
defaults: Defaults = Defaults()
title: str = "Client"
name_prefix: str = "Client"
enable_api_auth: bool = False
requires_prompt_template: bool = True
def __init__(
self,
api_url: str = None,
name=None,
api_url: str,
name = None,
**kwargs,
):
self.api_url = api_url
self.name = name or self.client_type
self.log = structlog.get_logger(f"client.{self.client_type}")
if "max_token_length" in kwargs:
self.max_token_length = kwargs["max_token_length"]
self.set_client(max_token_length=self.max_token_length)
self.set_client()
def __str__(self):
return f"{self.client_type}Client[{self.api_url}][{self.model_name or ''}]"
@property
def experimental(self):
return False
def set_client(self, **kwargs):
def set_client(self):
self.client = AsyncOpenAI(base_url=self.api_url, api_key="sk-1111")
def prompt_template(self, sys_msg, prompt):
"""
Applies the appropriate prompt template for the model.
"""
if not self.model_name:
self.log.warning("prompt template not applied", reason="no model loaded")
return f"{sys_msg}\n{prompt}"
return model_prompt(self.model_name, sys_msg, prompt)[0]
def prompt_template_example(self):
if not getattr(self, "model_name", None):
return None, None
return model_prompt(self.model_name, "sysmsg", "prompt<|BOT|>{LLM coercion}")
return model_prompt(self.model_name, sys_msg, prompt)
def reconfigure(self, **kwargs):
"""
Reconfigures the client.
Keyword Arguments:
- api_url: the API URL to use
- max_token_length: the max token length to use
- enabled: whether the client is enabled
"""
if "api_url" in kwargs:
self.api_url = kwargs["api_url"]
if kwargs.get("max_token_length"):
if "max_token_length" in kwargs:
self.max_token_length = kwargs["max_token_length"]
if "enabled" in kwargs:
self.enabled = bool(kwargs["enabled"])
def toggle_disabled_if_remote(self):
"""
If the client is targeting a remote recognized service, this
will disable the client.
"""
for service in REMOTE_SERVICES:
if service in self.api_url:
if self.enabled:
self.log.warn(
"remote service unreachable, disabling client", client=self.name
)
self.log.warn("remote service unreachable, disabling client", client=self.name)
self.enabled = False
return True
return False
def get_system_message(self, kind: str) -> str:
"""
Returns the appropriate system message for the given kind of generation
Arguments:
- kind: the kind of generation
"""
# TODO: make extensible
if "narrate" in kind:
return system_prompts.NARRATOR
if "story" in kind:
@@ -169,22 +142,20 @@ class ClientBase:
return system_prompts.EDITOR
if "world_state" in kind:
return system_prompts.WORLD_STATE
if "analyze_freeform" in kind:
return system_prompts.ANALYST_FREEFORM
if "analyst" in kind:
return system_prompts.ANALYST
if "analyze" in kind:
return system_prompts.ANALYST
if "summarize" in kind:
return system_prompts.SUMMARIZE
return system_prompts.BASIC
def emit_status(self, processing: bool = None):
"""
Sets and emits the client status.
"""
if processing is not None:
self.processing = processing
@@ -200,40 +171,29 @@ class ClientBase:
else:
model_name = "No model loaded"
status = "warning"
status_change = status != self.current_status
self.current_status = status
prompt_template_example, prompt_template_file = self.prompt_template_example()
emit(
"client_status",
message=self.client_type,
id=self.name,
details=model_name,
status=status,
data={
"api_key": self.api_key,
"prompt_template_example": prompt_template_example,
"has_prompt_template": (
prompt_template_file and prompt_template_file != "default.jinja2"
),
"template_file": prompt_template_file,
"meta": self.Meta().model_dump(),
"error_action": None,
},
)
if status_change:
instance.emit_agent_status_by_client(self)
async def get_model_name(self):
models = await self.client.models.list()
try:
return models.data[0].id
except IndexError:
return None
async def status(self):
"""
Send a request to the API to retrieve the loaded AI model name.
@@ -242,12 +202,12 @@ class ClientBase:
"""
if self.processing:
return
if not self.enabled:
self.connected = False
self.emit_status()
return
try:
self.model_name = await self.get_model_name()
except Exception as e:
@@ -257,314 +217,133 @@ class ClientBase:
self.toggle_disabled_if_remote()
self.emit_status()
return
self.connected = True
if not self.model_name or self.model_name == "None":
self.log.warning("client model not loaded", client=self)
self.emit_status()
return
self.emit_status()
def generate_prompt_parameters(self, kind: str):
def generate_prompt_parameters(self, kind:str):
parameters = {}
self.tune_prompt_parameters(
presets.configure(parameters, kind, self.max_token_length), kind
presets.configure(parameters, kind, self.max_token_length),
kind
)
return parameters
def tune_prompt_parameters(self, parameters: dict, kind: str):
def tune_prompt_parameters(self, parameters:dict, kind:str):
parameters["stream"] = False
if client_context_attribute(
"nuke_repetition"
) > 0.0 and self.jiggle_enabled_for(kind):
self.jiggle_randomness(
parameters, offset=client_context_attribute("nuke_repetition")
)
if client_context_attribute("nuke_repetition") > 0.0 and self.jiggle_enabled_for(kind):
self.jiggle_randomness(parameters, offset=client_context_attribute("nuke_repetition"))
fn_tune_kind = getattr(self, f"tune_prompt_parameters_{kind}", None)
if fn_tune_kind:
fn_tune_kind(parameters)
agent_context = active_agent.get()
if agent_context.agent:
agent_context.agent.inject_prompt_paramters(
parameters, kind, agent_context.action
)
def tune_prompt_parameters_conversation(self, parameters: dict):
def tune_prompt_parameters_conversation(self, parameters:dict):
conversation_context = client_context_attribute("conversation")
parameters["max_tokens"] = conversation_context.get("length", 96)
dialog_stopping_strings = [
f"{character}:" for character in conversation_context["other_characters"]
]
if "extra_stopping_strings" in parameters:
parameters["extra_stopping_strings"] += dialog_stopping_strings
else:
parameters["extra_stopping_strings"] = dialog_stopping_strings
async def generate(self, prompt: str, parameters: dict, kind: str):
async def generate(self, prompt:str, parameters:dict, kind:str):
"""
Generates text from the given prompt and parameters.
"""
self.log.debug("generate", prompt=prompt[:128] + " ...", parameters=parameters)
self.log.debug("generate", prompt=prompt[:128]+" ...", parameters=parameters)
try:
response = await self.client.completions.create(
prompt=prompt.strip(" "), **parameters
)
response = await self.client.completions.create(prompt=prompt.strip(), **parameters)
return response.get("choices", [{}])[0].get("text", "")
except PermissionDeniedError as e:
self.log.error("generate error", e=e)
emit("status", message="Client API: Permission Denied", status="error")
return ""
except Exception as e:
self.log.error("generate error", e=e)
emit(
"status", message="Error during generation (check logs)", status="error"
)
return ""
async def send_prompt(
self,
prompt: str,
kind: str = "conversation",
finalize: Callable = lambda x: x,
retries: int = 2,
self, prompt: str, kind: str = "conversation", finalize: Callable = lambda x: x
) -> str:
"""
Send a prompt to the AI and return its response.
:param prompt: The text prompt to send.
:return: The AI's response text.
"""
try:
self.emit_status(processing=True)
await self.status()
prompt_param = self.generate_prompt_parameters(kind)
finalized_prompt = self.prompt_template(
self.get_system_message(kind), prompt
).strip(" ")
finalized_prompt = self.prompt_template(self.get_system_message(kind), prompt).strip()
prompt_param = finalize(prompt_param)
token_length = self.count_tokens(finalized_prompt)
time_start = time.time()
extra_stopping_strings = prompt_param.pop("extra_stopping_strings", [])
self.log.debug(
"send_prompt",
token_length=token_length,
max_token_length=self.max_token_length,
parameters=prompt_param,
)
response = await self.generate(
self.repetition_adjustment(finalized_prompt), prompt_param, kind
)
response, finalized_prompt = await self.auto_break_repetition(
finalized_prompt, prompt_param, response, kind, retries
)
self.log.debug("send_prompt", token_length=token_length, max_token_length=self.max_token_length, parameters=prompt_param)
response = await self.generate(finalized_prompt, prompt_param, kind)
time_end = time.time()
# stopping strings sometimes get appended to the end of the response anyways
# split the response by the first stopping string and take the first part
for stopping_string in STOPPING_STRINGS + extra_stopping_strings:
if stopping_string in response:
response = response.split(stopping_string)[0]
break
emit(
"prompt_sent",
data={
"kind": kind,
"prompt": finalized_prompt,
"response": response,
"prompt_tokens": token_length,
"response_tokens": self.count_tokens(response),
"time": time_end - time_start,
},
)
emit("prompt_sent", data={
"kind": kind,
"prompt": finalized_prompt,
"response": response,
"prompt_tokens": token_length,
"response_tokens": self.count_tokens(response),
"time": time_end - time_start,
})
return response
finally:
self.emit_status(processing=False)
async def auto_break_repetition(
self,
finalized_prompt: str,
prompt_param: dict,
response: str,
kind: str,
retries: int,
pad_max_tokens: int = 32,
) -> str:
"""
If repetition breaking is enabled, this will retry the prompt if its
response is too similar to other messages in the prompt
This requires the agent to have the allow_repetition_break method
and the jiggle_enabled_for method and the client to have the
auto_break_repetition_enabled attribute set to True
Arguments:
- finalized_prompt: the prompt that was sent
- prompt_param: the parameters that were used
- response: the response that was received
- kind: the kind of generation
- retries: the number of retries left
- pad_max_tokens: increase response max_tokens by this amount per iteration
Returns:
- the response
"""
if not self.auto_break_repetition_enabled:
return response, finalized_prompt
agent_context = active_agent.get()
if self.jiggle_enabled_for(kind, auto=True):
# check if the response is a repetition
# using the default similarity threshold of 98, meaning it needs
# to be really similar to be considered a repetition
is_repetition, similarity_score, matched_line = util.similarity_score(
response, finalized_prompt.split("\n"), similarity_threshold=80
)
if not is_repetition:
# not a repetition, return the response
self.log.debug(
"send_prompt no similarity", similarity_score=similarity_score
)
finalized_prompt = self.repetition_adjustment(
finalized_prompt, is_repetitive=False
)
return response, finalized_prompt
while is_repetition and retries > 0:
# it's a repetition, retry the prompt with adjusted parameters
self.log.warn(
"send_prompt similarity retry",
agent=agent_context.agent.agent_type,
similarity_score=similarity_score,
retries=retries,
)
# first we apply the client's randomness jiggle which will adjust
# parameters like temperature and repetition_penalty, depending
# on the client
#
# this is a cumulative adjustment, so it will add to the previous
# iteration's adjustment, this also means retries should be kept low
# otherwise it will get out of hand and start generating nonsense
self.jiggle_randomness(prompt_param, offset=0.5)
# then we pad the max_tokens by the pad_max_tokens amount
prompt_param["max_tokens"] += pad_max_tokens
# send the prompt again
# we use the repetition_adjustment method to further encourage
# the AI to break the repetition on its own as well.
finalized_prompt = self.repetition_adjustment(
finalized_prompt, is_repetitive=True
)
response = retried_response = await self.generate(
finalized_prompt, prompt_param, kind
)
self.log.debug(
"send_prompt dedupe sentences",
response=response,
matched_line=matched_line,
)
# a lot of the times the response will now contain the repetition + something new
# so we dedupe the response to remove the repetition on sentences level
response = util.dedupe_sentences(
response, matched_line, similarity_threshold=85, debug=True
)
self.log.debug(
"send_prompt dedupe sentences (after)", response=response
)
# deduping may have removed the entire response, so we check for that
if not util.strip_partial_sentences(response).strip():
# if the response is empty, we set the response to the original
# and try again next loop
response = retried_response
# check if the response is a repetition again
is_repetition, similarity_score, matched_line = util.similarity_score(
response, finalized_prompt.split("\n"), similarity_threshold=80
)
retries -= 1
return response, finalized_prompt
def count_tokens(self, content: str):
def count_tokens(self, content:str):
return util.count_tokens(content)
def jiggle_randomness(self, prompt_config: dict, offset: float = 0.3) -> dict:
def jiggle_randomness(self, prompt_config:dict, offset:float=0.3) -> dict:
"""
adjusts temperature and repetition_penalty
by random values using the base value as a center
"""
temp = prompt_config["temperature"]
min_offset = offset * 0.3
prompt_config["temperature"] = random.uniform(temp + min_offset, temp + offset)
def jiggle_enabled_for(self, kind: str, auto: bool = False) -> bool:
agent_context = active_agent.get()
agent = agent_context.agent
if not agent:
return False
return agent.allow_repetition_break(kind, agent_context.action, auto=auto)
def repetition_adjustment(self, prompt: str, is_repetitive: bool = False):
"""
Breaks the prompt into lines and checkse each line for a match with
[$REPETITION|{repetition_adjustment}].
On match and if is_repetitive is True, the line is removed from the prompt and
replaced with the repetition_adjustment.
On match and if is_repetitive is False, the line is removed from the prompt.
"""
lines = prompt.split("\n")
new_lines = []
for line in lines:
if line.startswith("[$REPETITION|"):
if is_repetitive:
new_lines.append(line.split("|")[1][:-1])
else:
new_lines.append("")
else:
new_lines.append(line)
return "\n".join(new_lines)
def jiggle_enabled_for(self, kind:str):
if kind in ["conversation", "story"]:
return True
if kind.startswith("narrate"):
return True
return False

View File

@@ -1,6 +1,5 @@
from enum import Enum
import pydantic
from enum import Enum
__all__ = [
"ClientType",
@@ -11,10 +10,8 @@ __all__ = [
LISTS = {}
class ClientType(str, Enum):
"""Client type enum."""
textgen = "textgenwebui"
automatic1111 = "automatic1111"
@@ -23,42 +20,43 @@ class ClientBootstrap(pydantic.BaseModel):
"""Client bootstrap model."""
# client type, currently supports "textgen" and "automatic1111"
client_type: ClientType
# unique client identifier
uid: str
# connection name
name: str
# connection information for the client
# REST api url
api_url: str
# service name (for example runpod)
service_name: str
class register_list:
def __init__(self, service_name: str):
def __init__(self, service_name:str):
self.service_name = service_name
def __call__(self, func):
LISTS[self.service_name] = func
return func
async def list_all(exclude_urls: list[str] = list()):
def list_all(exclude_urls: list[str] = list()):
"""
Return a list of client bootstrap objects.
"""
for service_name, func in LISTS.items():
async for item in func():
for item in func():
if item.api_url not in exclude_urls:
yield item.dict()
yield item.dict()

View File

@@ -3,20 +3,19 @@ Context managers for various client-side operations.
"""
from contextvars import ContextVar
from pydantic import BaseModel, Field
from copy import deepcopy
import structlog
from pydantic import BaseModel, Field
__all__ = [
"context_data",
"client_context_attribute",
"ContextModel",
'context_data',
'client_context_attribute',
'ContextModel',
]
log = structlog.get_logger()
def model_to_dict_without_defaults(model_instance):
model_dict = model_instance.dict()
for field_name, field in model_instance.__class__.__fields__.items():
@@ -24,25 +23,20 @@ def model_to_dict_without_defaults(model_instance):
del model_dict[field_name]
return model_dict
class ConversationContext(BaseModel):
talking_character: str = None
other_characters: list[str] = Field(default_factory=list)
class ContextModel(BaseModel):
"""
Pydantic model for the context data.
"""
nuke_repetition: float = Field(0.0, ge=0.0, le=3.0)
conversation: ConversationContext = Field(default_factory=ConversationContext)
length: int = 96
# Define the context variable as an empty dictionary
context_data = ContextVar("context_data", default=ContextModel().model_dump())
context_data = ContextVar('context_data', default=ContextModel().model_dump())
def client_context_attribute(name, default=None):
"""
@@ -53,7 +47,6 @@ def client_context_attribute(name, default=None):
# Return the value of the key if it exists, otherwise return the default value
return data.get(name, default)
def set_client_context_attribute(name, value):
"""
Set the value of the context variable `context_data` for the given key.
@@ -62,8 +55,7 @@ def set_client_context_attribute(name, value):
data = context_data.get()
# Set the value of the key
data[name] = value
def set_conversation_context_attribute(name, value):
"""
Set the value of the context variable `context_data.conversation` for the given key.
@@ -73,7 +65,6 @@ def set_conversation_context_attribute(name, value):
# Set the value of the key
data["conversation"][name] = value
class ClientContext:
"""
A context manager to set values to the context variable `context_data`.
@@ -91,10 +82,10 @@ class ClientContext:
Set the key-value pairs to the context variable `context_data` when entering the context.
"""
# Get the current context data
data = deepcopy(context_data.get()) if context_data.get() else {}
data.update(self.values)
# Update the context data
self.token = context_data.set(data)
@@ -102,5 +93,5 @@ class ClientContext:
"""
Reset the context variable `context_data` to its previous values when exiting the context.
"""
context_data.reset(self.token)

View File

@@ -1,16 +1,16 @@
import asyncio
import random
import json
import logging
import random
from abc import ABC, abstractmethod
from typing import Callable, Union
import requests
import talemate.client.system_prompts as system_prompts
import talemate.util as util
from talemate.client.registry import register
import talemate.client.system_prompts as system_prompts
from talemate.client.textgenwebui import RESTTaleMateClient
from talemate.emit import Emission, emit
# NOT IMPLEMENTED AT THIS POINT
# NOT IMPLEMENTED AT THIS POINT

View File

@@ -1,62 +1,56 @@
import pydantic
from openai import AsyncOpenAI
from talemate.client.base import ClientBase
from talemate.client.registry import register
from openai import AsyncOpenAI
class Defaults(pydantic.BaseModel):
api_url: str = "http://localhost:1234"
max_token_length: int = 4096
@register()
class LMStudioClient(ClientBase):
client_type = "lmstudio"
conversation_retries = 5
class Meta(ClientBase.Meta):
name_prefix: str = "LMStudio"
title: str = "LMStudio"
defaults: Defaults = Defaults()
def set_client(self, **kwargs):
self.client = AsyncOpenAI(base_url=self.api_url + "/v1", api_key="sk-1111")
def tune_prompt_parameters(self, parameters: dict, kind: str):
def set_client(self):
self.client = AsyncOpenAI(base_url=self.api_url+"/v1", api_key="sk-1111")
def tune_prompt_parameters(self, parameters:dict, kind:str):
super().tune_prompt_parameters(parameters, kind)
keys = list(parameters.keys())
valid_keys = ["temperature", "top_p"]
for key in keys:
if key not in valid_keys:
del parameters[key]
async def get_model_name(self):
model_name = await super().get_model_name()
# model name comes back as a file path, so we need to extract the model name
# the path could be windows or linux so it needs to handle both backslash and forward slash
if model_name:
model_name = model_name.replace("\\", "/").split("/")[-1]
return model_name
async def generate(self, prompt: str, parameters: dict, kind: str):
async def generate(self, prompt:str, parameters:dict, kind:str):
"""
Generates text from the given prompt and parameters.
"""
human_message = {"role": "user", "content": prompt.strip()}
self.log.debug("generate", prompt=prompt[:128] + " ...", parameters=parameters)
human_message = {'role': 'user', 'content': prompt.strip()}
self.log.debug("generate", prompt=prompt[:128]+" ...", parameters=parameters)
try:
response = await self.client.chat.completions.create(
model=self.model_name, messages=[human_message], **parameters
)
return response.choices[0].message.content
except Exception as e:
self.log.error("generate error", e=e)
return ""
return ""

View File

@@ -1,100 +1,48 @@
import os
import shutil
import tempfile
import huggingface_hub
import structlog
from jinja2 import Environment, FileSystemLoader
import os
import structlog
__all__ = ["model_prompt"]
BASE_TEMPLATE_PATH = os.path.join(
os.path.dirname(os.path.abspath(__file__)),
"..",
"..",
"..",
"templates",
"llm-prompt",
os.path.dirname(os.path.abspath(__file__)), "..", "..", "..", "templates", "llm-prompt"
)
# holds the default templates
STD_TEMPLATE_PATH = os.path.join(BASE_TEMPLATE_PATH, "std")
# llm prompt templates provided by talemate
TALEMATE_TEMPLATE_PATH = os.path.join(BASE_TEMPLATE_PATH, "talemate")
# user overrides
USER_TEMPLATE_PATH = os.path.join(BASE_TEMPLATE_PATH, "user")
TEMPLATE_IDENTIFIERS = []
def register_template_identifier(cls):
TEMPLATE_IDENTIFIERS.append(cls)
return cls
log = structlog.get_logger("talemate.model_prompts")
class ModelPrompt:
"""
Will attempt to load an LLM prompt template based on the model name
If the model name is not found, it will default to the 'default' template
"""
template_map = {}
@property
def env(self):
if not hasattr(self, "_env"):
log.info("modal prompt", base_template_path=BASE_TEMPLATE_PATH)
self._env = Environment(
loader=FileSystemLoader(
[
USER_TEMPLATE_PATH,
TALEMATE_TEMPLATE_PATH,
]
)
)
self._env = Environment(loader=FileSystemLoader(BASE_TEMPLATE_PATH))
return self._env
@property
def std_templates(self) -> list[str]:
env = Environment(loader=FileSystemLoader(STD_TEMPLATE_PATH))
return sorted(env.list_templates())
def __call__(self, model_name: str, system_message: str, prompt: str):
template, template_file = self.get_template(model_name)
def __call__(self, model_name:str, system_message:str, prompt:str):
template = self.get_template(model_name)
if not template:
template_file = "default.jinja2"
template = self.env.get_template(template_file)
if "<|BOT|>" in prompt:
user_message, coercion_message = prompt.split("<|BOT|>", 1)
else:
user_message = prompt
coercion_message = ""
return (
template.render(
{
"system_message": system_message,
"prompt": prompt,
"user_message": user_message,
"coercion_message": coercion_message,
"set_response": self.set_response,
}
),
template_file,
)
def set_response(self, prompt: str, response_str: str):
template = self.env.get_template("default.jinja2")
return template.render({
"system_message": system_message,
"prompt": prompt,
"set_response" : self.set_response
})
def set_response(self, prompt:str, response_str:str):
prompt = prompt.strip("\n").strip()
if "<|BOT|>" in prompt:
if "\n<|BOT|>" in prompt:
prompt = prompt.replace("\n<|BOT|>", response_str)
@@ -102,17 +50,17 @@ class ModelPrompt:
prompt = prompt.replace("<|BOT|>", response_str)
else:
prompt = prompt.rstrip("\n") + response_str
return prompt
def get_template(self, model_name: str):
def get_template(self, model_name:str):
"""
Will attempt to load an LLM prompt template - this supports
partial filename matching on the template file name.
"""
matches = []
# Iterate over all templates in the loader's directory
for template_name in self.env.list_templates():
# strip extension
@@ -120,208 +68,16 @@ class ModelPrompt:
# Check if the model name is in the template filename
if template_name_match.lower() in model_name.lower():
matches.append(template_name)
# If there are no matches, return None
if not matches:
return None, None
return None
# If there is only one match, return it
if len(matches) == 1:
return self.env.get_template(matches[0]), matches[0]
return self.env.get_template(matches[0])
# If there are multiple matches, return the one with the longest name
sorted_matches = sorted(matches, key=lambda x: len(x), reverse=True)
return self.env.get_template(sorted_matches[0]), sorted_matches[0]
def create_user_override(self, template_name: str, model_name: str):
"""
Will copy STD_TEMPLATE_PATH/template_name to USER_TEMPLATE_PATH/model_name.jinja2
"""
template_name = template_name.split(".jinja2")[0]
shutil.copyfile(
os.path.join(STD_TEMPLATE_PATH, template_name + ".jinja2"),
os.path.join(USER_TEMPLATE_PATH, model_name + ".jinja2"),
)
return os.path.join(USER_TEMPLATE_PATH, model_name + ".jinja2")
def query_hf_for_prompt_template_suggestion(self, model_name: str):
print("query_hf_for_prompt_template_suggestion", model_name)
api = huggingface_hub.HfApi()
try:
author, model_name = model_name.split("_", 1)
except ValueError:
return None
models = list(
api.list_models(
filter=huggingface_hub.ModelFilter(model_name=model_name, author=author)
)
)
if not models:
return None
model = models[0]
repo_id = f"{author}/{model_name}"
with tempfile.TemporaryDirectory() as tmpdir:
readme_path = huggingface_hub.hf_hub_download(
repo_id=repo_id, filename="README.md", cache_dir=tmpdir
)
if not readme_path:
return None
with open(readme_path) as f:
readme = f.read()
for identifer_cls in TEMPLATE_IDENTIFIERS:
identifier = identifer_cls()
if identifier(readme):
return f"{identifier.template_str}.jinja2"
model_prompt = ModelPrompt()
class TemplateIdentifier:
def __call__(self, content: str):
return False
@register_template_identifier
class Llama2Identifier(TemplateIdentifier):
template_str = "Llama2"
def __call__(self, content: str):
return "[INST]" in content and "[/INST]" in content
@register_template_identifier
class ChatMLIdentifier(TemplateIdentifier):
template_str = "ChatML"
def __call__(self, content: str):
"""
<|im_start|>system
{{ system_message }}<|im_end|>
<|im_start|>user
{{ user_message }}<|im_end|>
<|im_start|>assistant
{{ coercion_message }}
"""
return (
"<|im_start|>system" in content
and "<|im_end|>" in content
and "<|im_start|>user" in content
and "<|im_start|>assistant" in content
)
@register_template_identifier
class InstructionInputResponseIdentifier(TemplateIdentifier):
template_str = "InstructionInputResponse"
def __call__(self, content: str):
return (
"### Instruction:" in content
and "### Input:" in content
and "### Response:" in content
)
@register_template_identifier
class AlpacaIdentifier(TemplateIdentifier):
template_str = "Alpaca"
def __call__(self, content: str):
"""
{{ system_message }}
### Instruction:
{{ user_message }}
### Response:
{{ coercion_message }}
"""
return "### Instruction:" in content and "### Response:" in content
@register_template_identifier
class OpenChatIdentifier(TemplateIdentifier):
template_str = "OpenChat"
def __call__(self, content: str):
"""
GPT4 Correct System: {{ system_message }}<|end_of_turn|>GPT4 Correct User: {{ user_message }}<|end_of_turn|>GPT4 Correct Assistant: {{ coercion_message }}
"""
return (
"<|end_of_turn|>" in content
and "GPT4 Correct System:" in content
and "GPT4 Correct User:" in content
and "GPT4 Correct Assistant:" in content
)
@register_template_identifier
class VicunaIdentifier(TemplateIdentifier):
template_str = "Vicuna"
def __call__(self, content: str):
"""
SYSTEM: {{ system_message }}
USER: {{ user_message }}
ASSISTANT: {{ coercion_message }}
"""
return "SYSTEM:" in content and "USER:" in content and "ASSISTANT:" in content
@register_template_identifier
class USER_ASSISTANTIdentifier(TemplateIdentifier):
template_str = "USER_ASSISTANT"
def __call__(self, content: str):
"""
USER: {{ system_message }} {{ user_message }} ASSISTANT: {{ coercion_message }}
"""
return "USER:" in content and "ASSISTANT:" in content
@register_template_identifier
class UserAssistantIdentifier(TemplateIdentifier):
template_str = "UserAssistant"
def __call__(self, content: str):
"""
User: {{ system_message }} {{ user_message }}
Assistant: {{ coercion_message }}
"""
return "User:" in content and "Assistant:" in content
@register_template_identifier
class ZephyrIdentifier(TemplateIdentifier):
template_str = "Zephyr"
def __call__(self, content: str):
"""
<|system|>
{{ system_message }}</s>
<|user|>
{{ user_message }}</s>
<|assistant|>
{{ coercion_message }}
"""
return (
"<|system|>" in content
and "<|user|>" in content
and "<|assistant|>" in content
)
return self.env.get_template(sorted(matches, key=lambda x: len(x), reverse=True)[0])
model_prompt = ModelPrompt()

View File

@@ -1,23 +1,22 @@
import os
import json
from openai import AsyncOpenAI
import pydantic
from talemate.client.base import ClientBase
from talemate.client.registry import register
from talemate.emit import emit
from talemate.config import load_config
import talemate.client.system_prompts as system_prompts
import structlog
import tiktoken
from openai import AsyncOpenAI, PermissionDeniedError
from talemate.client.base import ClientBase, ErrorAction
from talemate.client.registry import register
from talemate.config import load_config
from talemate.emit import emit
from talemate.emit.signals import handlers
__all__ = [
"OpenAIClient",
]
log = structlog.get_logger("talemate")
def num_tokens_from_messages(messages: list[dict], model: str = "gpt-3.5-turbo-0613"):
def num_tokens_from_messages(messages:list[dict], model:str="gpt-3.5-turbo-0613"):
"""Return the number of tokens used by a list of messages."""
try:
encoding = tiktoken.encoding_for_model(model)
@@ -68,12 +67,6 @@ def num_tokens_from_messages(messages: list[dict], model: str = "gpt-3.5-turbo-0
num_tokens += 3 # every reply is primed with <|start|>assistant<|message|>
return num_tokens
class Defaults(pydantic.BaseModel):
max_token_length: int = 16384
model: str = "gpt-4-turbo-preview"
@register()
class OpenAIClient(ClientBase):
"""
@@ -82,60 +75,39 @@ class OpenAIClient(ClientBase):
client_type = "openai"
conversation_retries = 0
auto_break_repetition_enabled = False
class Meta(ClientBase.Meta):
name_prefix: str = "OpenAI"
title: str = "OpenAI"
manual_model: bool = True
manual_model_choices: list[str] = [
"gpt-3.5-turbo",
"gpt-3.5-turbo-16k",
"gpt-4",
"gpt-4-1106-preview",
"gpt-4-0125-preview",
"gpt-4-turbo-preview",
]
requires_prompt_template: bool = False
defaults: Defaults = Defaults()
def __init__(self, model="gpt-4-turbo-preview", **kwargs):
def __init__(self, model="gpt-4-1106-preview", **kwargs):
self.model_name = model
self.api_key_status = None
self.config = load_config()
super().__init__(**kwargs)
# if os.environ.get("OPENAI_API_KEY") is not set, look in the config file
# and set it
if not os.environ.get("OPENAI_API_KEY"):
if self.config.get("openai", {}).get("api_key"):
os.environ["OPENAI_API_KEY"] = self.config["openai"]["api_key"]
self.set_client()
handlers["config_saved"].connect(self.on_config_saved)
@property
def openai_api_key(self):
return self.config.get("openai", {}).get("api_key")
return os.environ.get("OPENAI_API_KEY")
def emit_status(self, processing: bool = None):
error_action = None
if processing is not None:
self.processing = processing
if self.openai_api_key:
if os.environ.get("OPENAI_API_KEY"):
status = "busy" if self.processing else "idle"
model_name = self.model_name
model_name = self.model_name or "No model loaded"
else:
status = "error"
model_name = "No API key set"
error_action = ErrorAction(
title="Set API Key",
action_name="openAppConfig",
icon="mdi-key-variant",
arguments=[
"application",
"openai_api",
],
)
if not self.model_name:
status = "error"
model_name = "No model loaded"
self.current_status = status
emit(
@@ -144,28 +116,17 @@ class OpenAIClient(ClientBase):
id=self.name,
details=model_name,
status=status,
data={
"error_action": error_action.model_dump() if error_action else None,
"meta": self.Meta().model_dump(),
},
)
def set_client(self, max_token_length: int = None):
def set_client(self, max_token_length:int=None):
if not self.openai_api_key:
self.client = AsyncOpenAI(api_key="sk-1111")
log.error("No OpenAI API key set")
if self.api_key_status:
self.api_key_status = False
emit("request_client_status")
emit("request_agent_status")
return
if not self.model_name:
self.model_name = "gpt-3.5-turbo-16k"
model = self.model_name
self.client = AsyncOpenAI(api_key=self.openai_api_key)
self.client = AsyncOpenAI()
if model == "gpt-3.5-turbo":
self.max_token_length = min(max_token_length or 4096, 4096)
elif model == "gpt-4":
@@ -176,101 +137,76 @@ class OpenAIClient(ClientBase):
self.max_token_length = min(max_token_length or 128000, 128000)
else:
self.max_token_length = max_token_length or 2048
if not self.api_key_status:
if self.api_key_status is False:
emit("request_client_status")
emit("request_agent_status")
self.api_key_status = True
log.info(
"openai set client",
max_token_length=self.max_token_length,
provided_max_token_length=max_token_length,
model=model,
)
def reconfigure(self, **kwargs):
if kwargs.get("model"):
if "model" in kwargs:
self.model_name = kwargs["model"]
self.set_client(kwargs.get("max_token_length"))
def on_config_saved(self, event):
config = event.data
self.config = config
self.set_client(max_token_length=self.max_token_length)
def count_tokens(self, content: str):
if not self.model_name:
return 0
return num_tokens_from_messages([{"content": content}], model=self.model_name)
async def status(self):
self.emit_status()
def prompt_template(self, system_message: str, prompt: str):
# only gpt-4-1106-preview supports json_object response coersion
def prompt_template(self, system_message:str, prompt:str):
# only gpt-4-1106-preview supports json_object response coersion
if "<|BOT|>" in prompt:
_, right = prompt.split("<|BOT|>", 1)
if right:
prompt = prompt.replace("<|BOT|>", "\nContinue this response: ")
prompt = prompt.replace("<|BOT|>", "\nContinue this response: ")
else:
prompt = prompt.replace("<|BOT|>", "")
return prompt
def tune_prompt_parameters(self, parameters: dict, kind: str):
def tune_prompt_parameters(self, parameters:dict, kind:str):
super().tune_prompt_parameters(parameters, kind)
keys = list(parameters.keys())
valid_keys = ["temperature", "top_p"]
for key in keys:
if key not in valid_keys:
del parameters[key]
async def generate(self, prompt: str, parameters: dict, kind: str):
async def generate(self, prompt:str, parameters:dict, kind:str):
"""
Generates text from the given prompt and parameters.
"""
if not self.openai_api_key:
raise Exception("No OpenAI API key set")
# only gpt-4-* supports enforcing json object
supports_json_object = self.model_name.startswith("gpt-4-")
# only gpt-4-1106-preview supports json_object response coersion
supports_json_object = self.model_name in ["gpt-4-1106-preview"]
right = None
try:
_, right = prompt.split("\nContinue this response: ")
expected_response = right.strip()
if expected_response.startswith("{") and supports_json_object:
parameters["response_format"] = {"type": "json_object"}
except (IndexError, ValueError):
except IndexError:
pass
human_message = {"role": "user", "content": prompt.strip()}
system_message = {"role": "system", "content": self.get_system_message(kind)}
self.log.debug("generate", prompt=prompt[:128] + " ...", parameters=parameters)
human_message = {'role': 'user', 'content': prompt.strip()}
system_message = {'role': 'system', 'content': self.get_system_message(kind)}
self.log.debug("generate", prompt=prompt[:128]+" ...", parameters=parameters)
try:
response = await self.client.chat.completions.create(
model=self.model_name,
messages=[system_message, human_message],
**parameters,
model=self.model_name, messages=[system_message, human_message], **parameters
)
response = response.choices[0].message.content
if right and response.startswith(right):
response = response[len(right) :].strip()
response = response[len(right):].strip()
return response
except PermissionDeniedError as e:
self.log.error("generate error", e=e)
emit("status", message="OpenAI API: Permission Denied", status="error")
return ""
except Exception as e:
raise
self.log.error("generate error", e=e)
return ""

View File

@@ -1,113 +0,0 @@
import pydantic
from openai import AsyncOpenAI, NotFoundError, PermissionDeniedError
from talemate.client.base import ClientBase
from talemate.client.registry import register
from talemate.emit import emit
EXPERIMENTAL_DESCRIPTION = """Use this client if you want to connect to a service implementing an OpenAI-compatible API. Success is going to depend on the level of compatibility. Use the actual OpenAI client if you want to connect to OpenAI's API."""
class Defaults(pydantic.BaseModel):
api_url: str = "http://localhost:5000"
api_key: str = ""
max_token_length: int = 4096
model: str = ""
@register()
class OpenAICompatibleClient(ClientBase):
client_type = "openai_compat"
conversation_retries = 5
class Meta(ClientBase.Meta):
title: str = "OpenAI Compatible API"
name_prefix: str = "OpenAI Compatible API"
experimental: str = EXPERIMENTAL_DESCRIPTION
enable_api_auth: bool = True
manual_model: bool = True
defaults: Defaults = Defaults()
def __init__(self, model=None, **kwargs):
self.model_name = model
super().__init__(**kwargs)
@property
def experimental(self):
return EXPERIMENTAL_DESCRIPTION
def set_client(self, **kwargs):
self.api_key = kwargs.get("api_key")
self.client = AsyncOpenAI(base_url=self.api_url + "/v1", api_key=self.api_key)
self.model_name = (
kwargs.get("model") or kwargs.get("model_name") or self.model_name
)
def tune_prompt_parameters(self, parameters: dict, kind: str):
super().tune_prompt_parameters(parameters, kind)
keys = list(parameters.keys())
valid_keys = ["temperature", "top_p"]
for key in keys:
if key not in valid_keys:
del parameters[key]
async def get_model_name(self):
try:
model_name = await super().get_model_name()
except NotFoundError as e:
# api does not implement model listing
return self.model_name
except Exception as e:
self.log.error("get_model_name error", e=e)
return self.model_name
# model name may be a file path, so we need to extract the model name
# the path could be windows or linux so it needs to handle both backslash and forward slash
is_filepath = "/" in model_name
is_filepath_windows = "\\" in model_name
if is_filepath or is_filepath_windows:
model_name = model_name.replace("\\", "/").split("/")[-1]
return model_name
async def generate(self, prompt: str, parameters: dict, kind: str):
"""
Generates text from the given prompt and parameters.
"""
human_message = {"role": "user", "content": prompt.strip()}
self.log.debug("generate", prompt=prompt[:128] + " ...", parameters=parameters)
try:
response = await self.client.chat.completions.create(
model=self.model_name, messages=[human_message], **parameters
)
return response.choices[0].message.content
except PermissionDeniedError as e:
self.log.error("generate error", e=e)
emit("status", message="Client API: Permission Denied", status="error")
return ""
except Exception as e:
self.log.error("generate error", e=e)
emit(
"status", message="Error during generation (check logs)", status="error"
)
return ""
def reconfigure(self, **kwargs):
if kwargs.get("model"):
self.model_name = kwargs["model"]
if "api_url" in kwargs:
self.api_url = kwargs["api_url"]
if "max_token_length" in kwargs:
self.max_token_length = kwargs["max_token_length"]
if "api_key" in kwargs:
self.api_auth = kwargs["api_key"]
self.set_client(**kwargs)

View File

@@ -28,18 +28,18 @@ PRESET_TALEMATE_CREATOR = {
}
PRESET_LLAMA_PRECISE = {
"temperature": 0.7,
"top_p": 0.1,
"top_k": 40,
"repetition_penalty": 1.18,
'temperature': 0.7,
'top_p': 0.1,
'top_k': 40,
'repetition_penalty': 1.18,
}
PRESET_DIVINE_INTELLECT = {
"temperature": 1.31,
"top_p": 0.14,
"top_k": 49,
'temperature': 1.31,
'top_p': 0.14,
'top_k': 49,
"repetition_penalty_range": 1024,
"repetition_penalty": 1.17,
'repetition_penalty': 1.17,
}
PRESET_SIMPLE_1 = {
@@ -49,8 +49,7 @@ PRESET_SIMPLE_1 = {
"repetition_penalty": 1.15,
}
def configure(config: dict, kind: str, total_budget: int):
def configure(config:dict, kind:str, total_budget:int):
"""
Sets the config based on the kind of text to generate.
"""
@@ -58,22 +57,19 @@ def configure(config: dict, kind: str, total_budget: int):
set_max_tokens(config, kind, total_budget)
return config
def set_max_tokens(config: dict, kind: str, total_budget: int):
def set_max_tokens(config:dict, kind:str, total_budget:int):
"""
Sets the max_tokens in the config based on the kind of text to generate.
"""
config["max_tokens"] = max_tokens_for_kind(kind, total_budget)
return config
def set_preset(config: dict, kind: str):
def set_preset(config:dict, kind:str):
"""
Sets the preset in the config based on the kind of text to generate.
"""
config.update(preset_for_kind(kind))
def preset_for_kind(kind: str):
if kind == "conversation":
return PRESET_TALEMATE_CONVERSATION
@@ -108,13 +104,9 @@ def preset_for_kind(kind: str):
elif kind == "director":
return PRESET_SIMPLE_1
elif kind == "director_short":
return (
PRESET_SIMPLE_1 # Assuming short direction uses the same preset as simple
)
return PRESET_SIMPLE_1 # Assuming short direction uses the same preset as simple
elif kind == "director_yesno":
return (
PRESET_SIMPLE_1 # Assuming yes/no direction uses the same preset as simple
)
return PRESET_SIMPLE_1 # Assuming yes/no direction uses the same preset as simple
elif kind == "edit_dialogue":
return PRESET_DIVINE_INTELLECT
elif kind == "edit_add_detail":
@@ -124,7 +116,6 @@ def preset_for_kind(kind: str):
else:
return PRESET_SIMPLE_1 # Default preset if none of the kinds match
def max_tokens_for_kind(kind: str, total_budget: int):
if kind == "conversation":
return 75 # Example value, adjust as needed
@@ -151,23 +142,13 @@ def max_tokens_for_kind(kind: str, total_budget: int):
elif kind == "story":
return 300 # Example value, adjust as needed
elif kind == "create":
return min(
1024, int(total_budget * 0.35)
) # Example calculation, adjust as needed
return min(1024, int(total_budget * 0.35)) # Example calculation, adjust as needed
elif kind == "create_concise":
return min(
400, int(total_budget * 0.25)
) # Example calculation, adjust as needed
return min(400, int(total_budget * 0.25)) # Example calculation, adjust as needed
elif kind == "create_precise":
return min(
400, int(total_budget * 0.25)
) # Example calculation, adjust as needed
elif kind == "create_short":
return 25
return min(400, int(total_budget * 0.25)) # Example calculation, adjust as needed
elif kind == "director":
return min(
192, int(total_budget * 0.25)
) # Example calculation, adjust as needed
return min(600, int(total_budget * 0.25)) # Example calculation, adjust as needed
elif kind == "director_short":
return 25 # Example value, adjust as needed
elif kind == "director_yesno":
@@ -179,4 +160,4 @@ def max_tokens_for_kind(kind: str, total_budget: int):
elif kind == "edit_fix_exposition":
return 1024 # Example value, adjust as needed
else:
return 150 # Default value if none of the kinds match
return 150 # Default value if none of the kinds match

View File

@@ -3,17 +3,16 @@ Retrieve pod information from the server which can then be used to bootstrap tal
connection for the pod. This is a simple wrapper around the runpod module.
"""
import asyncio
import json
import os
import dotenv
import runpod
import structlog
import os
import json
from .bootstrap import ClientBootstrap, ClientType, register_list
from talemate.config import load_config
from .bootstrap import ClientBootstrap, ClientType, register_list
import structlog
log = structlog.get_logger("talemate.client.runpod")
@@ -21,91 +20,76 @@ dotenv.load_dotenv()
runpod.api_key = load_config().get("runpod", {}).get("api_key", "")
def is_textgen_pod(pod):
name = pod["name"].lower()
if "textgen" in name or "thebloke llms" in name:
return True
return False
async def _async_get_pods():
"""
asyncio wrapper around get_pods.
"""
loop = asyncio.get_event_loop()
return await loop.run_in_executor(None, runpod.get_pods)
async def get_textgen_pods():
def get_textgen_pods():
"""
Return a list of text generation pods.
"""
if not runpod.api_key:
return
for pod in await _async_get_pods():
for pod in runpod.get_pods():
if not pod["desiredStatus"] == "RUNNING":
continue
if is_textgen_pod(pod):
yield pod
async def get_automatic1111_pods():
def get_automatic1111_pods():
"""
Return a list of automatic1111 pods.
"""
if not runpod.api_key:
return
for pod in await _async_get_pods():
for pod in runpod.get_pods():
if not pod["desiredStatus"] == "RUNNING":
continue
if "automatic1111" in pod["name"].lower():
yield pod
def _client_bootstrap(client_type: ClientType, pod):
"""
Return a client bootstrap object for the given client type and pod.
"""
id = pod["id"]
if client_type == ClientType.textgen:
api_url = f"https://{id}-5000.proxy.runpod.net"
elif client_type == ClientType.automatic1111:
api_url = f"https://{id}-5000.proxy.runpod.net"
return ClientBootstrap(
client_type=client_type,
uid=pod["id"],
name=pod["name"],
api_url=api_url,
service_name="runpod",
service_name="runpod"
)
@register_list("runpod")
async def client_bootstrap_list():
def client_bootstrap_list():
"""
Return a list of client bootstrap options.
"""
textgen_pods = []
async for pod in get_textgen_pods():
textgen_pods.append(pod)
automatic1111_pods = []
async for pod in get_automatic1111_pods():
automatic1111_pods.append(pod)
textgen_pods = list(get_textgen_pods())
automatic1111_pods = list(get_automatic1111_pods())
for pod in textgen_pods:
yield _client_bootstrap(ClientType.textgen, pod)
for pod in automatic1111_pods:
yield _client_bootstrap(ClientType.automatic1111, pod)
yield _client_bootstrap(ClientType.automatic1111, pod)

View File

@@ -16,6 +16,4 @@ ANALYST_FREEFORM = str(Prompt.get("world_state.system-analyst-freeform"))
EDITOR = str(Prompt.get("editor.system"))
WORLD_STATE = str(Prompt.get("world_state.system-analyst"))
SUMMARIZE = str(Prompt.get("summarizer.system"))
WORLD_STATE = str(Prompt.get("world_state.system-analyst"))

View File

@@ -1,94 +1,61 @@
import random
import httpx
import structlog
from openai import AsyncOpenAI
from talemate.client.base import STOPPING_STRINGS, ClientBase
from talemate.client.base import ClientBase, STOPPING_STRINGS
from talemate.client.registry import register
log = structlog.get_logger("talemate.client.textgenwebui")
from openai import AsyncOpenAI
import httpx
import copy
import random
@register()
class TextGeneratorWebuiClient(ClientBase):
client_type = "textgenwebui"
class Meta(ClientBase.Meta):
name_prefix: str = "TextGenWebUI"
title: str = "Text-Generation-WebUI (ooba)"
def tune_prompt_parameters(self, parameters: dict, kind: str):
def tune_prompt_parameters(self, parameters:dict, kind:str):
super().tune_prompt_parameters(parameters, kind)
parameters["stopping_strings"] = STOPPING_STRINGS + parameters.get(
"extra_stopping_strings", []
)
parameters["stopping_strings"] = STOPPING_STRINGS + parameters.get("extra_stopping_strings", [])
# is this needed?
parameters["max_new_tokens"] = parameters["max_tokens"]
parameters["stop"] = parameters["stopping_strings"]
# Half temperature on -Yi- models
if (
self.model_name
and "-yi-" in self.model_name.lower()
and parameters["temperature"] > 0.1
):
parameters["temperature"] = parameters["temperature"] / 2
log.debug(
"halfing temperature for -yi- model",
temperature=parameters["temperature"],
)
def set_client(self, **kwargs):
self.client = AsyncOpenAI(base_url=self.api_url + "/v1", api_key="sk-1111")
def set_client(self):
self.client = AsyncOpenAI(base_url=self.api_url+"/v1", api_key="sk-1111")
async def get_model_name(self):
async with httpx.AsyncClient() as client:
response = await client.get(
f"{self.api_url}/v1/internal/model/info", timeout=2
)
response = await client.get(f"{self.api_url}/v1/internal/model/info", timeout=2)
if response.status_code == 404:
raise Exception("Could not find model info (wrong api version?)")
response_data = response.json()
model_name = response_data.get("model_name")
if model_name == "None":
model_name = None
return model_name
async def generate(self, prompt: str, parameters: dict, kind: str):
async def generate(self, prompt:str, parameters:dict, kind:str):
"""
Generates text from the given prompt and parameters.
"""
headers = {}
headers["Content-Type"] = "application/json"
parameters["prompt"] = prompt.strip(" ")
parameters["prompt"] = prompt.strip()
async with httpx.AsyncClient() as client:
response = await client.post(
f"{self.api_url}/v1/completions",
json=parameters,
timeout=None,
headers=headers,
)
response = await client.post(f"{self.api_url}/v1/completions", json=parameters, timeout=None, headers=headers)
response_data = response.json()
return response_data["choices"][0]["text"]
def jiggle_randomness(self, prompt_config: dict, offset: float = 0.3) -> dict:
def jiggle_randomness(self, prompt_config:dict, offset:float=0.3) -> dict:
"""
adjusts temperature and repetition_penalty
by random values using the base value as a center
"""
temp = prompt_config["temperature"]
rep_pen = prompt_config["repetition_penalty"]
min_offset = offset * 0.3
prompt_config["temperature"] = random.uniform(temp + min_offset, temp + offset)
prompt_config["repetition_penalty"] = random.uniform(
rep_pen + min_offset * 0.3, rep_pen + offset * 0.3
)
prompt_config["repetition_penalty"] = random.uniform(rep_pen + min_offset * 0.3, rep_pen + offset * 0.3)

View File

@@ -1,33 +1,32 @@
import copy
import random
def jiggle_randomness(prompt_config: dict, offset: float = 0.3) -> dict:
def jiggle_randomness(prompt_config:dict, offset:float=0.3) -> dict:
"""
adjusts temperature and repetition_penalty
by random values using the base value as a center
"""
temp = prompt_config["temperature"]
rep_pen = prompt_config["repetition_penalty"]
copied_config = copy.deepcopy(prompt_config)
min_offset = offset * 0.3
copied_config["temperature"] = random.uniform(temp + min_offset, temp + offset)
copied_config["repetition_penalty"] = random.uniform(
rep_pen + min_offset * 0.3, rep_pen + offset * 0.3
)
copied_config["repetition_penalty"] = random.uniform(rep_pen + min_offset * 0.3, rep_pen + offset * 0.3)
return copied_config
def jiggle_enabled_for(kind: str):
def jiggle_enabled_for(kind:str):
if kind in ["conversation", "story"]:
return True
if kind.startswith("narrate"):
return True
return False

View File

@@ -1,7 +1,5 @@
from .base import TalemateCommand
from .cmd_characters import *
from .cmd_debug_tools import *
from .cmd_dialogue import *
from .cmd_director import CmdDirectorDirect, CmdDirectorDirectWithOverride
from .cmd_exit import CmdExit
from .cmd_help import CmdHelp
@@ -10,19 +8,21 @@ from .cmd_inject import CmdInject
from .cmd_list_scenes import CmdListScenes
from .cmd_memget import CmdMemget
from .cmd_memset import CmdMemset
from .cmd_narrate import *
from .cmd_narrate import CmdNarrate
from .cmd_narrate_c import CmdNarrateC
from .cmd_narrate_q import CmdNarrateQ
from .cmd_narrate_progress import CmdNarrateProgress
from .cmd_rebuild_archive import CmdRebuildArchive
from .cmd_remove_character import CmdRemoveCharacter
from .cmd_rename import CmdRename
from .cmd_rerun import *
from .cmd_rerun import CmdRerun
from .cmd_reset import CmdReset
from .cmd_rm import CmdRm
from .cmd_run_helios_test import CmdHeliosTest
from .cmd_remove_character import CmdRemoveCharacter
from .cmd_save import CmdSave
from .cmd_save_as import CmdSaveAs
from .cmd_save_characters import CmdSaveCharacters
from .cmd_setenv import CmdSetEnvironmentToCreative, CmdSetEnvironmentToScene
from .cmd_setenv import CmdSetEnvironmentToScene, CmdSetEnvironmentToCreative
from .cmd_time_util import *
from .cmd_tts import *
from .cmd_world_state import *
from .manager import Manager
from .cmd_world_state import CmdWorldState
from .cmd_run_helios_test import CmdHeliosTest
from .manager import Manager

View File

@@ -41,7 +41,7 @@ class TalemateCommand(Emitter, ABC):
raise NotImplementedError(
"TalemateCommand.run() must be implemented by subclass"
)
@property
def verbose_name(self):
if self.label:
@@ -50,6 +50,6 @@ class TalemateCommand(Emitter, ABC):
def command_start(self):
emit("command_status", self.verbose_name, status="started")
def command_end(self):
emit("command_status", self.verbose_name, status="ended")
emit("command_status", self.verbose_name, status="ended")

View File

@@ -1,172 +0,0 @@
import structlog
from talemate.character import activate_character, deactivate_character
from talemate.commands.base import TalemateCommand
from talemate.commands.manager import register
from talemate.emit import emit, wait_for_input
from talemate.instance import get_agent
log = structlog.get_logger("talemate.cmd.characters")
__all__ = [
"CmdDeactivateCharacter",
"CmdActivateCharacter",
]
@register
class CmdDeactivateCharacter(TalemateCommand):
"""
Deactivates a character
"""
name = "character_deactivate"
description = "Will deactivate a character"
aliases = ["char_d"]
label = "Character exit"
async def run(self):
narrator = get_agent("narrator")
world_state = get_agent("world_state")
characters = list(
[character.name for character in self.scene.get_npc_characters()]
)
if not characters:
emit("status", message="No characters found", status="error")
return True
if self.args:
character_name = self.args[0]
else:
character_name = await wait_for_input(
"Which character do you want to deactivate?",
data={
"input_type": "select",
"choices": characters,
},
)
if not character_name:
emit("status", message="No character selected", status="error")
return True
never_narrate = len(self.args) > 1 and self.args[1] == "no"
if not never_narrate:
is_present = await world_state.is_character_present(character_name)
is_leaving = await world_state.is_character_leaving(character_name)
log.debug(
"deactivate_character",
character_name=character_name,
is_present=is_present,
is_leaving=is_leaving,
never_narrate=never_narrate,
)
else:
is_present = False
is_leaving = True
log.debug(
"deactivate_character",
character_name=character_name,
never_narrate=never_narrate,
)
if is_present and not is_leaving and not never_narrate:
direction = await wait_for_input(
f"How does {character_name} exit the scene? (leave blank for AI to decide)"
)
message = await narrator.action_to_narration(
"narrate_character_exit",
self.scene.get_character(character_name),
direction=direction,
)
self.narrator_message(message)
await deactivate_character(self.scene, character_name)
emit("status", message=f"Deactivated {character_name}", status="success")
self.scene.emit_status()
self.scene.world_state.emit()
return True
@register
class CmdActivateCharacter(TalemateCommand):
"""
Activates a character
"""
name = "character_activate"
description = "Will activate a character"
aliases = ["char_a"]
label = "Character enter"
async def run(self):
world_state = get_agent("world_state")
narrator = get_agent("narrator")
characters = list(self.scene.inactive_characters.keys())
if not characters:
emit("status", message="No characters found", status="error")
return True
if self.args:
character_name = self.args[0]
if character_name not in characters:
emit("status", message="Character not found", status="error")
return True
else:
character_name = await wait_for_input(
"Which character do you want to activate?",
data={
"input_type": "select",
"choices": characters,
},
)
if not character_name:
emit("status", message="No character selected", status="error")
return True
never_narrate = len(self.args) > 1 and self.args[1] == "no"
if not never_narrate:
is_present = await world_state.is_character_present(character_name)
log.debug(
"activate_character",
character_name=character_name,
is_present=is_present,
never_narrate=never_narrate,
)
else:
is_present = True
log.debug(
"activate_character",
character_name=character_name,
never_narrate=never_narrate,
)
await activate_character(self.scene, character_name)
if not is_present and not never_narrate:
direction = await wait_for_input(
f"How does {character_name} enter the scene? (leave blank for AI to decide)"
)
message = await narrator.action_to_narration(
"narrate_character_entry",
self.scene.get_character(character_name),
direction=direction,
)
self.narrator_message(message)
emit("status", message=f"Activated {character_name}", status="success")
self.scene.emit_status()
self.scene.world_state.emit()
return True

View File

@@ -12,7 +12,6 @@ __all__ = [
"CmdRunAutomatic",
]
@register
class CmdDebugOn(TalemateCommand):
"""
@@ -27,7 +26,6 @@ class CmdDebugOn(TalemateCommand):
logging.getLogger().setLevel(logging.DEBUG)
await asyncio.sleep(0)
@register
class CmdDebugOff(TalemateCommand):
"""
@@ -48,64 +46,66 @@ class CmdPromptChangeSectioning(TalemateCommand):
"""
Command class for the '_prompt_change_sectioning' command
"""
name = "_prompt_change_sectioning"
description = "Change the sectioning handler for the prompt system"
aliases = []
async def run(self):
if not self.args:
self.emit("system", "You must specify a sectioning handler")
return
handler_name = self.args[0]
set_default_sectioning_handler(handler_name)
self.emit("system", f"Sectioning handler set to {handler_name}")
await asyncio.sleep(0)
@register
class CmdRunAutomatic(TalemateCommand):
"""
Command class for the 'run_automatic' command
"""
name = "run_automatic"
description = "Will make the player character AI controlled for n turns"
aliases = ["auto"]
async def run(self):
if self.args:
turns = int(self.args[0])
else:
turns = 10
self.emit("system", f"Making player character AI controlled for {turns} turns")
self.scene.get_player_character().actor.ai_controlled = turns
@register
class CmdLongTermMemoryStats(TalemateCommand):
"""
Command class for the 'long_term_memory_stats' command
"""
name = "long_term_memory_stats"
description = "Show stats for the long term memory"
aliases = ["ltm_stats"]
async def run(self):
memory = self.scene.get_helper("memory").agent
count = await memory.count()
db_name = memory.db_name
self.emit(
"system",
f"Long term memory for {self.scene.name} has {count} entries in the {db_name} database",
)
self.emit("system", f"Long term memory for {self.scene.name} has {count} entries in the {db_name} database")
@register
@@ -113,34 +113,13 @@ class CmdLongTermMemoryReset(TalemateCommand):
"""
Command class for the 'long_term_memory_reset' command
"""
name = "long_term_memory_reset"
description = "Reset the long term memory"
aliases = ["ltm_reset"]
async def run(self):
await self.scene.commit_to_memory()
self.emit("system", f"Long term memory for {self.scene.name} has been reset")
@register
class CmdSetContentContext(TalemateCommand):
"""
Command class for the 'set_content_context' command
"""
name = "set_content_context"
description = "Set the content context for the scene"
aliases = ["set_context"]
async def run(self):
if not self.args:
self.emit("system", "You must specify a context")
return
context = self.args[0]
self.scene.context = context
self.emit("system", f"Content context set to {context}")
self.emit("system", f"Long term memory for {self.scene.name} has been reset")

View File

@@ -1,124 +0,0 @@
import asyncio
import random
from talemate.commands.base import TalemateCommand
from talemate.commands.manager import register
from talemate.emit import wait_for_input
from talemate.scene_message import DirectorMessage
__all__ = [
"CmdAIDialogue",
"CmdAIDialogueSelective",
"CmdAIDialogueDirected",
]
@register
class CmdAIDialogue(TalemateCommand):
"""
Command class for the 'ai_dialogue' command
"""
name = "ai_dialogue"
description = "Generate dialogue for an AI selected actor"
aliases = ["dlg"]
async def run(self):
conversation_agent = self.scene.get_helper("conversation").agent
actor = None
# if there is only one npc in the scene, use that
if len(self.scene.npc_character_names) == 1:
actor = list(self.scene.get_npc_characters())[0].actor
else:
if conversation_agent.actions["natural_flow"].enabled:
await conversation_agent.apply_natural_flow(force=True, npcs_only=True)
character_name = self.scene.next_actor
actor = self.scene.get_character(character_name).actor
if actor.character.is_player:
actor = random.choice(list(self.scene.get_npc_characters())).actor
else:
# randomly select an actor
actor = random.choice(list(self.scene.get_npc_characters())).actor
if not actor:
return
messages = await actor.talk()
self.scene.process_npc_dialogue(actor, messages)
@register
class CmdAIDialogueSelective(TalemateCommand):
"""
Command class for the 'ai_dialogue_selective' command
Will allow the player to select which npc dialogue will be generated
for
"""
name = "ai_dialogue_selective"
description = "Generate dialogue for an AI selected actor"
aliases = ["dlg_selective"]
async def run(self):
npc_name = self.args[0]
character = self.scene.get_character(npc_name)
if not character:
self.emit("system_message", message=f"Character not found: {npc_name}")
return
actor = character.actor
messages = await actor.talk()
self.scene.process_npc_dialogue(actor, messages)
@register
class CmdAIDialogueDirected(TalemateCommand):
"""
Command class for the 'ai_dialogue_directed' command
Will allow the player to select which npc dialogue will be generated
for
"""
name = "ai_dialogue_directed"
description = "Generate dialogue for an AI selected actor"
aliases = ["dlg_directed"]
async def run(self):
npc_name = self.args[0]
character = self.scene.get_character(npc_name)
if not character:
self.emit("system_message", message=f"Character not found: {npc_name}")
return
prefix = f'Director instructs {character.name}: "To progress the scene, i want you to'
direction = await wait_for_input(prefix + "... (enter your instructions)")
direction = f'{prefix} {direction}"'
director_message = DirectorMessage(direction, source=character.name)
self.emit("director", director_message, character=character)
self.scene.push_history(director_message)
actor = character.actor
messages = await actor.talk()
self.scene.process_npc_dialogue(actor, messages)

View File

@@ -1,8 +1,8 @@
from talemate.commands.base import TalemateCommand
from talemate.commands.manager import register
from talemate.emit import emit, wait_for_input
from talemate.scene_message import DirectorMessage
from talemate.emit import wait_for_input, emit
from talemate.util import colored_text, wrap_text
from talemate.scene_message import DirectorMessage
@register
@@ -21,9 +21,9 @@ class CmdDirectorDirect(TalemateCommand):
if not director:
self.system_message("No director found")
return True
npc_count = self.scene.num_npc_characters()
if npc_count == 1:
character = list(self.scene.get_npc_characters())[0]
elif npc_count > 1:
@@ -36,20 +36,17 @@ class CmdDirectorDirect(TalemateCommand):
if not character:
self.system_message(f"Character not found: {name}")
return True
goal = await wait_for_input(
f"Enter a new goal for the director to direct {character.name}"
)
goal = await wait_for_input(f"Enter a new goal for the director to direct {character.name}")
if not goal.strip():
self.system_message("No goal specified")
return True
director.agent.actions["direct"].config["prompt"].value = goal
await director.agent.direct_character(character, goal)
@register
class CmdDirectorDirectWithOverride(CmdDirectorDirect):
"""
@@ -57,9 +54,7 @@ class CmdDirectorDirectWithOverride(CmdDirectorDirect):
"""
name = "director_with_goal"
description = (
"Calls a director to give directionts to a character (with goal specified)"
)
description = "Calls a director to give directionts to a character (with goal specified)"
aliases = ["direct_g"]
async def run(self):

View File

@@ -1,7 +1,6 @@
from talemate.commands.base import TalemateCommand
from talemate.commands.manager import register
@register
class CmdMemget(TalemateCommand):
"""
@@ -17,4 +16,4 @@ class CmdMemget(TalemateCommand):
memories = self.scene.get_helper("memory").agent.get(query)
for memory in memories:
self.emit("narrator", memory["text"])
self.emit("narrator", memory["text"])

View File

@@ -2,17 +2,8 @@ import asyncio
from talemate.commands.base import TalemateCommand
from talemate.commands.manager import register
from talemate.emit import wait_for_input
from talemate.scene_message import NarratorMessage
from talemate.util import colored_text, wrap_text
__all__ = [
"CmdNarrate",
"CmdNarrateQ",
"CmdNarrateProgress",
"CmdNarrateProgressDirected",
"CmdNarrateC",
]
from talemate.scene_message import NarratorMessage
@register
@@ -34,165 +25,6 @@ class CmdNarrate(TalemateCommand):
narration = await narrator.agent.narrate_scene()
message = NarratorMessage(narration, source="narrate_scene")
self.narrator_message(message)
self.scene.push_history(message)
@register
class CmdNarrateQ(TalemateCommand):
"""
Command class for the 'narrate_q' command
"""
name = "narrate_q"
description = "Will attempt to narrate using a specific question prompt"
aliases = ["nq"]
label = "Look at"
async def run(self):
narrator = self.scene.get_helper("narrator")
if not narrator:
self.system_message("No narrator found")
return True
if self.args:
query = self.args[0]
at_the_end = (
(self.args[1].lower() == "true") if len(self.args) > 1 else False
)
else:
query = await wait_for_input("Enter query: ")
at_the_end = False
narration = await narrator.agent.narrate_query(query, at_the_end=at_the_end)
message = NarratorMessage(
narration, source=f"narrate_query:{query.replace(':', '-')}"
)
self.narrator_message(message)
self.scene.push_history(message)
@register
class CmdNarrateProgress(TalemateCommand):
"""
Command class for the 'narrate_progress' command
"""
name = "narrate_progress"
description = "Calls a narrator to narrate the scene"
aliases = ["np"]
async def run(self):
narrator = self.scene.get_helper("narrator")
if not narrator:
self.system_message("No narrator found")
return True
narration = await narrator.agent.progress_story()
message = NarratorMessage(narration, source="progress_story")
self.narrator_message(message)
self.scene.push_history(message)
@register
class CmdNarrateProgressDirected(TalemateCommand):
"""
Command class for the 'narrate_progress_directed' command
"""
name = "narrate_progress_directed"
description = "Calls a narrator to narrate the scene"
aliases = ["npd"]
async def run(self):
narrator = self.scene.get_helper("narrator")
direction = await wait_for_input("Enter direction for the narrator: ")
narration = await narrator.agent.progress_story(narrative_direction=direction)
message = NarratorMessage(narration, source=f"progress_story:{direction}")
self.narrator_message(message)
self.scene.push_history(message)
@register
class CmdNarrateC(TalemateCommand):
"""
Command class for the 'narrate_c' command
"""
name = "narrate_c"
description = "Calls a narrator to narrate a character"
aliases = ["nc"]
label = "Look at"
async def run(self):
narrator = self.scene.get_helper("narrator")
if not narrator:
self.system_message("No narrator found")
return True
if self.args:
name = self.args[0]
else:
name = await wait_for_input("Enter character name: ")
character = self.scene.get_character(name, partial=True)
if not character:
self.system_message(f"Character not found: {name}")
return True
narration = await narrator.agent.narrate_character(character)
message = NarratorMessage(narration, source=f"narrate_character:{name}")
self.narrator_message(message)
self.scene.push_history(message)
@register
class CmdNarrateDialogue(TalemateCommand):
"""
Command class for the 'narrate_dialogue' command
"""
name = "narrate_dialogue"
description = "Calls a narrator to narrate a character"
aliases = ["ndlg"]
label = "Narrate dialogue"
async def run(self):
narrator = self.scene.get_helper("narrator")
character_messages = self.scene.collect_messages("character", max_iterations=5)
if not character_messages:
self.system_message("No recent dialogue message found")
return True
character_message = character_messages[0]
character_name = character_message.character_name
character = self.scene.get_character(character_name)
if not character:
self.system_message(f"Character not found: {character_name}")
return True
narration = await narrator.agent.narrate_after_dialogue(character)
message = NarratorMessage(
narration, source=f"narrate_dialogue:{character.name}"
)
self.narrator_message(message)
self.scene.push_history(message)

View File

@@ -0,0 +1,41 @@
from talemate.commands.base import TalemateCommand
from talemate.commands.manager import register
from talemate.emit import wait_for_input
from talemate.util import colored_text, wrap_text
from talemate.scene_message import NarratorMessage
@register
class CmdNarrateC(TalemateCommand):
"""
Command class for the 'narrate_c' command
"""
name = "narrate_c"
description = "Calls a narrator to narrate a character"
aliases = ["nc"]
label = "Look at"
async def run(self):
narrator = self.scene.get_helper("narrator")
if not narrator:
self.system_message("No narrator found")
return True
if self.args:
name = self.args[0]
else:
name = await wait_for_input("Enter character name: ")
character = self.scene.get_character(name, partial=True)
if not character:
self.system_message(f"Character not found: {name}")
return True
narration = await narrator.agent.narrate_character(character)
message = NarratorMessage(narration, source=f"narrate_character:{name}")
self.narrator_message(message)
self.scene.push_history(message)

View File

@@ -0,0 +1,32 @@
import asyncio
from talemate.commands.base import TalemateCommand
from talemate.commands.manager import register
from talemate.util import colored_text, wrap_text
from talemate.scene_message import NarratorMessage
@register
class CmdNarrateProgress(TalemateCommand):
"""
Command class for the 'narrate_progress' command
"""
name = "narrate_progress"
description = "Calls a narrator to narrate the scene"
aliases = ["np"]
async def run(self):
narrator = self.scene.get_helper("narrator")
if not narrator:
self.system_message("No narrator found")
return True
narration = await narrator.agent.progress_story()
message = NarratorMessage(narration, source="progress_story")
self.narrator_message(message)
self.scene.push_history(message)
await asyncio.sleep(0)

View File

@@ -0,0 +1,36 @@
from talemate.commands.base import TalemateCommand
from talemate.commands.manager import register
from talemate.emit import wait_for_input
from talemate.scene_message import NarratorMessage
@register
class CmdNarrateQ(TalemateCommand):
"""
Command class for the 'narrate_q' command
"""
name = "narrate_q"
description = "Will attempt to narrate using a specific question prompt"
aliases = ["nq"]
label = "Look at"
async def run(self):
narrator = self.scene.get_helper("narrator")
if not narrator:
self.system_message("No narrator found")
return True
if self.args:
query = self.args[0]
at_the_end = (self.args[1].lower() == "true") if len(self.args) > 1 else False
else:
query = await wait_for_input("Enter query: ")
at_the_end = False
narration = await narrator.agent.narrate_query(query, at_the_end=at_the_end)
message = NarratorMessage(narration, source=f"narrate_query:{query.replace(':', '-')}")
self.narrator_message(message)
self.scene.push_history(message)

View File

@@ -20,7 +20,7 @@ class CmdRebuildArchive(TalemateCommand):
if not summarizer:
self.system_message("No summarizer found")
return True
# clear out archived history, but keep pre-established history
self.scene.archived_history = [
ah for ah in self.scene.archived_history if ah.get("end") is None
@@ -32,5 +32,4 @@ class CmdRebuildArchive(TalemateCommand):
if not more:
break
self.scene.sync_time()
await self.scene.commit_to_memory()

View File

@@ -14,37 +14,38 @@ class CmdRemoveCharacter(TalemateCommand):
aliases = ["rmc"]
async def run(self):
characters = list([character.name for character in self.scene.get_characters()])
if not characters:
self.system_message("No characters found")
return True
if self.args:
character_name = self.args[0]
else:
character_name = await wait_for_input(
"Which character do you want to remove?",
data={
"input_type": "select",
"choices": characters,
},
)
character_name = await wait_for_input("Which character do you want to remove?", data={
"input_type": "select",
"choices": characters,
})
if not character_name:
self.system_message("No character selected")
return True
character = self.scene.get_character(character_name)
if not character:
self.system_message(f"Character {character_name} not found")
return True
await self.scene.remove_actor(character.actor)
self.system_message(f"Removed {character.name} from scene")
self.scene.emit_status()
return True

View File

@@ -2,6 +2,7 @@ import asyncio
from talemate.commands.base import TalemateCommand
from talemate.commands.manager import register
from talemate.emit import wait_for_input
@@ -22,23 +23,20 @@ class CmdRename(TalemateCommand):
character_name = self.args[0]
else:
character_names = self.scene.character_names
character_name = await wait_for_input(
"Which character do you want to rename?",
data={
"input_type": "select",
"choices": character_names,
},
)
character_name = await wait_for_input("Which character do you want to rename?", data={
"input_type": "select",
"choices": character_names,
})
character = self.scene.get_character(character_name)
if not character:
self.system_message(f"Character {character_name} not found")
return True
name = await wait_for_input("Enter new name: ")
character.rename(name)
await asyncio.sleep(0)
return True

View File

@@ -1,14 +1,6 @@
from talemate.client.context import ClientContext
from talemate.commands.base import TalemateCommand
from talemate.commands.manager import register
from talemate.context import RerunContext
from talemate.emit import wait_for_input
__all__ = [
"CmdRerun",
"CmdRerunWithDirection",
]
from talemate.client.context import ClientContext
@register
class CmdRerun(TalemateCommand):
@@ -23,37 +15,4 @@ class CmdRerun(TalemateCommand):
async def run(self):
nuke_repetition = self.args[0] if self.args else 0.0
with ClientContext(nuke_repetition=nuke_repetition):
await self.scene.rerun()
@register
class CmdRerunWithDirection(TalemateCommand):
"""
Command class for the 'rerun_directed' command
"""
name = "rerun_directed"
description = "Rerun the scene with a direction"
aliases = ["rrd"]
label = "Directed Rerun"
async def run(self):
nuke_repetition = self.args[0] if self.args else 0.0
method = self.args[1] if len(self.args) > 1 else "replace"
if method not in ["replace", "edit"]:
raise ValueError(
f"Unknown method: {method}. Valid methods are 'replace' and 'edit'."
)
if method == "replace":
hint = ""
else:
hint = " (subtle change to previous generation)"
direction = await wait_for_input(f"Instructions for regeneration{hint}: ")
with RerunContext(self.scene, direction=direction, method=method):
with ClientContext(direction=direction, nuke_repetition=nuke_repetition):
await self.scene.rerun()
await self.scene.rerun()

View File

@@ -1,6 +1,7 @@
from talemate.commands.base import TalemateCommand
from talemate.commands.manager import register
from talemate.emit import emit, wait_for_input, wait_for_input_yesno
from talemate.emit import wait_for_input, wait_for_input_yesno, emit
from talemate.exceptions import ResetScene
@@ -15,12 +16,13 @@ class CmdReset(TalemateCommand):
aliases = [""]
async def run(self):
reset = await wait_for_input_yesno("Reset the scene?")
if reset.lower() not in ["yes", "y"]:
self.system_message("Reset cancelled")
return True
self.scene.reset()
raise ResetScene()

View File

@@ -1,6 +1,7 @@
from talemate.commands.base import TalemateCommand
from talemate.commands.manager import register
from talemate.emit import emit, wait_for_input, wait_for_input_yesno
from talemate.emit import wait_for_input, wait_for_input_yesno, emit
from talemate.exceptions import ResetScene
@@ -13,25 +14,26 @@ class CmdHeliosTest(TalemateCommand):
name = "helios_test"
description = "Runs the helios test"
aliases = [""]
analyst_script = [
"Good morning helios, how are you today? Are you ready to run some tests?",
]
async def run(self):
if self.scene.name != "Helios Test Arena":
emit("system", "You are not in the Helios Test Arena")
self.scene.reset()
self.scene
player = self.scene.get_player_character()
player.actor.muted = 10
analyst = self.scene.get_character("The analyst")
actor = analyst.actor
actor.script = self.analyst_script
raise ResetScene()

View File

@@ -2,7 +2,6 @@ import asyncio
from talemate.commands.base import TalemateCommand
from talemate.commands.manager import register
from talemate.emit import emit
from talemate.exceptions import RestartSceneLoop
@@ -18,20 +17,21 @@ class CmdSetEnvironmentToScene(TalemateCommand):
async def run(self):
await asyncio.sleep(0)
player_character = self.scene.get_player_character()
if not player_character:
self.system_message("No player character found")
return True
self.scene.set_environment("scene")
emit("status", message="Switched to gameplay", status="info")
self.system_message(f"Game mode")
raise RestartSceneLoop()
@register
class CmdSetEnvironmentToCreative(TalemateCommand):
"""
@@ -43,7 +43,8 @@ class CmdSetEnvironmentToCreative(TalemateCommand):
aliases = [""]
async def run(self):
await asyncio.sleep(0)
self.scene.set_environment("creative")
raise RestartSceneLoop()

View File

@@ -5,18 +5,19 @@ Commands to manage scene timescale
import asyncio
import logging
import isodate
import talemate.instance as instance
from talemate.commands.base import TalemateCommand
from talemate.commands.manager import register
from talemate.emit import wait_for_input
from talemate.prompts.base import set_default_sectioning_handler
from talemate.scene_message import TimePassageMessage
from talemate.util import iso8601_duration_to_human
from talemate.emit import wait_for_input, emit
import talemate.instance as instance
import isodate
__all__ = [
"CmdAdvanceTime",
]
@register
class CmdAdvanceTime(TalemateCommand):
"""
@@ -31,23 +32,7 @@ class CmdAdvanceTime(TalemateCommand):
if not self.args:
self.emit("system", "You must specify an amount of time to advance")
return
narrator = instance.get_agent("narrator")
narration_prompt = None
# if narrator has narrate_time_passage action enabled ask the user
# for a prompt to guide the narration
if (
narrator.actions["narrate_time_passage"].enabled
and narrator.actions["narrate_time_passage"].config["ask_for_prompt"].value
):
narration_prompt = await wait_for_input(
"Enter a prompt to guide the time passage narration (or leave blank): "
)
if not narration_prompt.strip():
narration_prompt = None
world_state = instance.get_agent("world_state")
await world_state.advance_time(self.args[0], narration_prompt)
await world_state.advance_time(self.args[0])

View File

@@ -1,32 +0,0 @@
import asyncio
import logging
from talemate.commands.base import TalemateCommand
from talemate.commands.manager import register
from talemate.instance import get_agent
from talemate.prompts.base import set_default_sectioning_handler
__all__ = [
"CmdTestTTS",
]
@register
class CmdTestTTS(TalemateCommand):
"""
Command class for the 'test_tts' command
"""
name = "test_tts"
description = "Test the TTS agent"
aliases = []
async def run(self):
tts_agent = get_agent("tts")
try:
last_message = str(self.scene.history[-1])
except IndexError:
last_message = "Welcome to talemate!"
await tts_agent.generate(last_message)

View File

@@ -1,27 +1,12 @@
import asyncio
import random
import structlog
import talemate.instance as instance
from talemate.commands.base import TalemateCommand
from talemate.commands.manager import register
from talemate.emit import emit, wait_for_input
from talemate.instance import get_agent
from talemate.util import colored_text, wrap_text
from talemate.scene_message import NarratorMessage
from talemate.status import LoadingStatus, set_loading
log = structlog.get_logger("talemate.cmd.world_state")
__all__ = [
"CmdWorldState",
"CmdPersistCharacter",
"CmdAddReinforcement",
"CmdRemoveReinforcement",
"CmdUpdateReinforcements",
"CmdCheckPinConditions",
"CmdApplyWorldStateTemplate",
"CmdSummarizeAndPin",
]
from talemate.emit import wait_for_input
import talemate.instance as instance
@register
@@ -35,328 +20,75 @@ class CmdWorldState(TalemateCommand):
aliases = ["ws"]
async def run(self):
inline = self.args[0] == "inline" if self.args else False
reset = self.args[0] == "reset" if self.args else False
if inline:
await self.scene.world_state.request_update_inline()
return True
if reset:
self.scene.world_state.reset()
await self.scene.world_state.request_update()
@register
class CmdPersistCharacter(TalemateCommand):
"""
Will attempt to create an actual character from a currently non
tracked character in the scene, by name.
Once persisted this character can then participate in the scene.
"""
name = "persist_character"
description = "Persist a character by name"
aliases = ["pc"]
@set_loading("Generating character...", set_busy=False)
async def run(self):
from talemate.tale_mate import Actor, Character
from talemate.tale_mate import Character, Actor
scene = self.scene
world_state = instance.get_agent("world_state")
creator = instance.get_agent("creator")
narrator = instance.get_agent("narrator")
loading_status = LoadingStatus(3)
if not len(self.args):
characters = await world_state.identify_characters()
available_names = [
character["name"]
for character in characters.get("characters")
if not scene.get_character(character["name"])
]
available_names = [character["name"] for character in characters.get("characters") if not scene.get_character(character["name"])]
if not len(available_names):
raise ValueError("No characters available to persist.")
name = await wait_for_input(
"Which character would you like to persist?",
data={
"input_type": "select",
"choices": available_names,
"multi_select": False,
},
)
name = await wait_for_input("Which character would you like to persist?", data={
"input_type": "select",
"choices": available_names,
"multi_select": False,
})
else:
name = self.args[0]
extra_instructions = None
if name == "prompt":
name = await wait_for_input("What is the name of the character?")
description = await wait_for_input(
f"Brief description for {name} (or leave blank):"
)
if description.strip():
extra_instructions = f"Name: {name}\nBrief Description: {description}"
never_narrate = len(self.args) > 1 and self.args[1] == "no"
if not never_narrate:
is_present = await world_state.is_character_present(name)
log.debug(
"persist_character",
name=name,
is_present=is_present,
never_narrate=never_narrate,
)
else:
is_present = False
log.debug("persist_character", name=name, never_narrate=never_narrate)
scene.log.debug("persist_character", name=name)
character = Character(name=name)
character.color = random.choice(
[
"#F08080",
"#FFD700",
"#90EE90",
"#ADD8E6",
"#DDA0DD",
"#FFB6C1",
"#FAFAD2",
"#D3D3D3",
"#B0E0E6",
"#FFDEAD",
]
)
loading_status("Generating character attributes...")
attributes = await world_state.extract_character_sheet(
name=name, text=extra_instructions
)
character.color = random.choice(['#F08080', '#FFD700', '#90EE90', '#ADD8E6', '#DDA0DD', '#FFB6C1', '#FAFAD2', '#D3D3D3', '#B0E0E6', '#FFDEAD'])
attributes = await world_state.extract_character_sheet(name=name)
scene.log.debug("persist_character", attributes=attributes)
character.base_attributes = attributes
loading_status("Generating character description...")
description = await creator.determine_character_description(character)
character.description = description
scene.log.debug("persist_character", description=description)
actor = Actor(character=character, agent=instance.get_agent("conversation"))
await scene.add_actor(actor)
emit(
"status", message=f"Added character {name} to the scene.", status="success"
)
# write narrative for the character entering the scene
if not is_present and not never_narrate:
loading_status("Narrating character entrance...")
entry_narration = await narrator.narrate_character_entry(
character, direction=extra_instructions
)
message = NarratorMessage(
entry_narration, source=f"narrate_character_entry:{character.name}"
)
self.narrator_message(message)
self.scene.push_history(message)
scene.emit_status()
scene.world_state.emit()
@register
class CmdAddReinforcement(TalemateCommand):
"""
Will attempt to create an actual character from a currently non
tracked character in the scene, by name.
Once persisted this character can then participate in the scene.
"""
name = "add_reinforcement"
description = "Add a reinforcement to the world state"
aliases = ["ws_ar"]
async def run(self):
scene = self.scene
world_state = scene.world_state
if not len(self.args):
question = await wait_for_input("Ask reinforcement question")
else:
question = self.args[0]
await world_state.add_reinforcement(question)
@register
class CmdRemoveReinforcement(TalemateCommand):
"""
Will attempt to create an actual character from a currently non
tracked character in the scene, by name.
Once persisted this character can then participate in the scene.
"""
name = "remove_reinforcement"
description = "Remove a reinforcement from the world state"
aliases = ["ws_rr"]
async def run(self):
scene = self.scene
world_state = scene.world_state
if not len(self.args):
question = await wait_for_input("Ask reinforcement question")
else:
question = self.args[0]
idx, reinforcement = await world_state.find_reinforcement(question)
if idx is None:
raise ValueError(f"Reinforcement {question} not found.")
await world_state.remove_reinforcement(idx)
@register
class CmdUpdateReinforcements(TalemateCommand):
"""
Will attempt to create an actual character from a currently non
tracked character in the scene, by name.
Once persisted this character can then participate in the scene.
"""
name = "update_reinforcements"
description = "Update the reinforcements in the world state"
aliases = ["ws_ur"]
async def run(self):
scene = self.scene
world_state = get_agent("world_state")
await world_state.update_reinforcements(force=True)
@register
class CmdCheckPinConditions(TalemateCommand):
"""
Will attempt to create an actual character from a currently non
tracked character in the scene, by name.
Once persisted this character can then participate in the scene.
"""
name = "check_pin_conditions"
description = "Check the pin conditions in the world state"
aliases = ["ws_cpc"]
async def run(self):
world_state = get_agent("world_state")
await world_state.check_pin_conditions()
@register
class CmdApplyWorldStateTemplate(TalemateCommand):
"""
Will apply a world state template setting up
automatic state tracking.
"""
name = "apply_world_state_template"
description = "Apply a world state template, creating an auto state reinforcement."
aliases = ["ws_awst"]
label = "Add state"
async def run(self):
scene = self.scene
if not len(self.args):
raise ValueError("No template name provided.")
template_name = self.args[0]
template_type = self.args[1] if len(self.args) > 1 else None
character_name = self.args[2] if len(self.args) > 2 else None
templates = await self.scene.world_state_manager.get_templates()
try:
template = getattr(templates, template_type)[template_name]
except KeyError:
raise ValueError(f"Template {template_name} not found.")
reinforcement = (
await scene.world_state_manager.apply_template_state_reinforcement(
template, character_name=character_name, run_immediately=True
)
)
response_data = {
"template_name": template_name,
"template_type": template_type,
"reinforcement": reinforcement.model_dump() if reinforcement else None,
"character_name": character_name,
}
if reinforcement is None:
emit(
"status",
message="State already tracked.",
status="info",
data=response_data,
)
else:
emit(
"status",
message="Auto state added.",
status="success",
data=response_data,
)
@register
class CmdSummarizeAndPin(TalemateCommand):
"""
Will take a message index and then walk back N messages
summarizing the scene and pinning it to the context.
"""
name = "summarize_and_pin"
label = "Summarize and pin"
description = "Summarize a snapshot of the scene and pin it to the world state"
aliases = ["ws_sap"]
async def run(self):
scene = self.scene
world_state = get_agent("world_state")
if not self.scene.history:
raise ValueError("No history to summarize.")
message_id = int(self.args[0]) if len(self.args) else scene.history[-1].id
num_messages = int(self.args[1]) if len(self.args) > 1 else 5
await world_state.summarize_and_pin(message_id, num_messages=num_messages)
self.emit("system", f"Added character {name} to the scene.")
scene.emit_status()

View File

@@ -1,8 +1,4 @@
import structlog
from talemate.emit import AbortCommand, Emitter
log = structlog.get_logger("talemate.commands.manager")
from talemate.emit import Emitter, AbortCommand
class Manager(Emitter):
@@ -40,7 +36,7 @@ class Manager(Emitter):
cmd_args = ""
if not self.is_command(cmd):
return False
if ":" in cmd:
# split command name and args which are separated by a colon
cmd_name, cmd_args = cmd[1:].split(":", 1)
@@ -48,7 +44,7 @@ class Manager(Emitter):
else:
cmd_name = cmd[1:]
cmd_args = []
for command_cls in self.command_classes:
if command_cls.is_command(cmd_name):
command = command_cls(self, *cmd_args)
@@ -59,7 +55,7 @@ class Manager(Emitter):
if command.sets_scene_unsaved:
self.scene.saved = False
except AbortCommand:
log.debug("Command aborted")
self.system_message(f"Action `{command.verbose_name}` ended")
except Exception:
raise
finally:

View File

@@ -1,259 +1,119 @@
import datetime
import os
from typing import TYPE_CHECKING, ClassVar, Dict, Optional, Union
import yaml
import pydantic
import structlog
import yaml
from pydantic import BaseModel, Field
import os
from talemate.emit import emit
from talemate.scene_assets import Asset
if TYPE_CHECKING:
from talemate.tale_mate import Scene
from pydantic import BaseModel
from typing import Optional, Dict, Union
log = structlog.get_logger("talemate.config")
class Client(BaseModel):
type: str
name: str
model: Union[str, None] = None
api_url: Union[str, None] = None
api_key: Union[str, None] = None
max_token_length: int = 4096
model: Union[str,None] = None
api_url: Union[str,None] = None
max_token_length: Union[int,None] = None
class Config:
extra = "ignore"
class AgentActionConfig(BaseModel):
value: Union[int, float, str, bool, None] = None
value: Union[int, float, str, bool]
class AgentAction(BaseModel):
enabled: bool = True
config: Union[dict[str, AgentActionConfig], None] = None
class Agent(BaseModel):
name: Union[str, None] = None
client: Union[str, None] = None
name: Union[str,None] = None
client: Union[str,None] = None
actions: Union[dict[str, AgentAction], None] = None
enabled: bool = True
class Config:
extra = "ignore"
# change serialization so actions and enabled are only
# serialized if they are not None
def model_dump(self, **kwargs):
return super().model_dump(exclude_none=True)
class GamePlayerCharacter(BaseModel):
name: str = ""
color: str = "#3362bb"
gender: str = ""
description: Optional[str] = ""
name: str
color: str
gender: str
description: Optional[str]
class Config:
extra = "ignore"
class General(BaseModel):
auto_save: bool = True
auto_progress: bool = True
class StateReinforcementTemplate(BaseModel):
name: str
query: str
state_type: str = "npc"
insert: str = "sequential"
instructions: Union[str, None] = None
description: Union[str, None] = None
interval: int = 10
auto_create: bool = False
favorite: bool = False
type: ClassVar = "state_reinforcement"
class WorldStateTemplates(BaseModel):
state_reinforcement: dict[str, StateReinforcementTemplate] = pydantic.Field(
default_factory=dict
)
class WorldState(BaseModel):
templates: WorldStateTemplates = WorldStateTemplates()
class Game(BaseModel):
default_player_character: GamePlayerCharacter = GamePlayerCharacter()
general: General = General()
world_state: WorldState = WorldState()
default_player_character: GamePlayerCharacter
class Config:
extra = "ignore"
class CreatorConfig(BaseModel):
content_context: list[str] = [
"a fun and engaging slice of life story aimed at an adult audience."
]
content_context: list[str] = ["a fun and engaging slice of life story aimed at an adult audience."]
class OpenAIConfig(BaseModel):
api_key: Union[str, None] = None
api_key: Union[str,None]=None
class RunPodConfig(BaseModel):
api_key: Union[str, None] = None
class ElevenLabsConfig(BaseModel):
api_key: Union[str, None] = None
model: str = "eleven_turbo_v2"
class CoquiConfig(BaseModel):
api_key: Union[str, None] = None
class TTSVoiceSamples(BaseModel):
label: str
value: str
class TTSConfig(BaseModel):
device: str = "cuda"
model: str = "tts_models/multilingual/multi-dataset/xtts_v2"
voices: list[TTSVoiceSamples] = pydantic.Field(default_factory=list)
api_key: Union[str,None]=None
class ChromaDB(BaseModel):
instructor_device: str = "cpu"
instructor_model: str = "default"
embeddings: str = "default"
class RecentScene(BaseModel):
name: str
path: str
filename: str
date: str
cover_image: Union[Asset, None] = None
class RecentScenes(BaseModel):
scenes: list[RecentScene] = pydantic.Field(default_factory=list)
max_entries: int = 10
def push(self, scene: "Scene"):
"""
adds a scene to the recent scenes list
"""
# if scene has not been saved, don't add it
if not scene.full_path:
return
now = datetime.datetime.now()
# remove any existing entries for this scene
self.scenes = [s for s in self.scenes if s.path != scene.full_path]
# add the new entry
self.scenes.insert(
0,
RecentScene(
name=scene.name,
path=scene.full_path,
filename=scene.filename,
date=now.isoformat(),
cover_image=scene.assets.assets[scene.assets.cover_image]
if scene.assets.cover_image
else None,
),
)
# trim the list to max_entries
self.scenes = self.scenes[: self.max_entries]
def clean(self):
"""
removes any entries that no longer exist
"""
self.scenes = [s for s in self.scenes if os.path.exists(s.path)]
instructor_device: str="cpu"
instructor_model: str="default"
embeddings: str="default"
class Config(BaseModel):
clients: Dict[str, Client] = {}
game: Game
agents: Dict[str, Agent] = {}
creator: CreatorConfig = CreatorConfig()
openai: OpenAIConfig = OpenAIConfig()
runpod: RunPodConfig = RunPodConfig()
chromadb: ChromaDB = ChromaDB()
elevenlabs: ElevenLabsConfig = ElevenLabsConfig()
coqui: CoquiConfig = CoquiConfig()
tts: TTSConfig = TTSConfig()
recent_scenes: RecentScenes = RecentScenes()
class Config:
extra = "ignore"
def save(self, file_path: str = "./config.yaml"):
save_config(self, file_path)
class SceneConfig(BaseModel):
automated_actions: dict[str, bool]
class SceneAssetUpload(BaseModel):
scene_cover_image: bool
character_cover_image: str = None
content: str = None
scene_cover_image:bool
character_cover_image:str = None
content:str = None
def load_config(
file_path: str = "./config.yaml", as_model: bool = False
) -> Union[dict, Config]:
def load_config(file_path: str = "./config.yaml") -> dict:
"""
Load the config file from the given path.
Should cache the config and only reload if the file modification time
has changed since the last load
"""
with open(file_path, "r") as file:
config_data = yaml.safe_load(file)
try:
config = Config(**config_data)
config.recent_scenes.clean()
except pydantic.ValidationError as e:
log.error("config validation", error=e)
return None
if as_model:
return config
return config.model_dump()
@@ -261,9 +121,9 @@ def save_config(config, file_path: str = "./config.yaml"):
"""
Save the config file to the given path.
"""
log.debug("Saving config", file_path=file_path)
# If config is a Config instance, convert it to a dictionary
if isinstance(config, Config):
config = config.model_dump(exclude_none=True)
@@ -276,6 +136,4 @@ def save_config(config, file_path: str = "./config.yaml"):
return None
with open(file_path, "w") as file:
yaml.dump(config, file)
emit("config_saved", data=config)
yaml.dump(config, file)

View File

@@ -1,47 +1,20 @@
from contextvars import ContextVar
import structlog
__all__ = [
"scene_is_loading",
"rerun_context",
"SceneIsLoading",
"RerunContext",
]
log = structlog.get_logger(__name__)
scene_is_loading = ContextVar("scene_is_loading", default=None)
rerun_context = ContextVar("rerun_context", default=None)
class SceneIsLoading:
def __init__(self, scene):
self.scene = scene
def __enter__(self):
self.token = scene_is_loading.set(self.scene)
def __exit__(self, *args):
scene_is_loading.reset(self.token)
class RerunContext:
def __init__(self, scene, direction=None, method="replace", message: str = None):
self.scene = scene
self.direction = direction
self.method = method
self.message = message
log.debug(
"RerunContext",
scene=scene,
direction=direction,
method=method,
message=message,
)
def __enter__(self):
self.token = rerun_context.set(self)
def __exit__(self, *args):
rerun_context.reset(self.token)

View File

@@ -4,10 +4,9 @@ __all__ = [
"ArchiveEntry",
]
@dataclass
class ArchiveEntry:
text: str
start: int = None
end: int = None
ts: str = None
ts: str = None

View File

@@ -1,56 +1,57 @@
handlers = {}
handlers = {
}
class AsyncSignal:
def __init__(self, name):
self.receivers = []
self.name = name
def connect(self, handler):
if handler in self.receivers:
return
self.receivers.append(handler)
def disconnect(self, handler):
self.receivers.remove(handler)
async def send(self, emission):
for receiver in self.receivers:
await receiver(emission)
def _register(name: str):
def _register(name:str):
"""
Registers a signal handler
Arguments:
name (str): The name of the signal
handler (signal): The signal handler
"""
if name in handlers:
raise ValueError(f"Signal {name} already registered")
handlers[name] = AsyncSignal(name)
return handlers[name]
def register(*names):
"""
Registers many signal handlers
Arguments:
*names (str): The names of the signals
"""
for name in names:
_register(name)
def get(name: str):
def get(name:str):
"""
Gets a signal handler
Arguments:
name (str): The name of the signal handler
"""
return handlers.get(name)
return handlers.get(name)

View File

@@ -2,14 +2,13 @@ from __future__ import annotations
import asyncio
import dataclasses
import structlog
from typing import TYPE_CHECKING, Any
import structlog
from .signals import handlers
from talemate.scene_message import SceneMessage
from .signals import handlers
if TYPE_CHECKING:
from talemate.tale_mate import Character, Scene
@@ -22,7 +21,6 @@ __all__ = [
log = structlog.get_logger("talemate.emit.base")
class AbortCommand(IOError):
pass
@@ -41,15 +39,12 @@ class Emission:
def emit(
typ: str,
message: str = None,
character: Character = None,
scene: Scene = None,
**kwargs,
typ: str, message: str = None, character: Character = None, scene: Scene = None, **kwargs
):
if typ not in handlers:
raise ValueError(f"Unknown message type: {typ}")
if isinstance(message, SceneMessage):
kwargs["id"] = message.id
message_object = message
@@ -58,14 +53,7 @@ def emit(
message_object = None
handlers[typ].send(
Emission(
typ=typ,
message=message,
character=character,
scene=scene,
message_object=message_object,
**kwargs,
)
Emission(typ=typ, message=message, character=character, scene=scene, message_object=message_object, **kwargs)
)
@@ -92,6 +80,7 @@ async def wait_for_input(
def input_receiver(emission: Emission):
input_received["message"] = emission.message
handlers["receive_input"].connect(input_receiver)
handlers["request_input"].send(
@@ -108,7 +97,7 @@ async def wait_for_input(
await asyncio.sleep(0.1)
handlers["receive_input"].disconnect(input_receiver)
if input_received["message"] == "!abort":
raise AbortCommand()
@@ -156,4 +145,4 @@ class Emitter:
self.emit("character", message, character=character)
def player_message(self, message: str, character: Character):
self.emit("player", message, character=character)
self.emit("player", message, character=character)

View File

@@ -6,8 +6,6 @@ CharacterMessage = signal("character")
PlayerMessage = signal("player")
DirectorMessage = signal("director")
TimePassageMessage = signal("time")
StatusMessage = signal("status")
ReinforcementMessage = signal("reinforcement")
ClearScreen = signal("clear_screen")
@@ -15,10 +13,8 @@ RequestInput = signal("request_input")
ReceiveInput = signal("receive_input")
ClientStatus = signal("client_status")
RequestClientStatus = signal("request_client_status")
AgentStatus = signal("agent_status")
RequestAgentStatus = signal("request_agent_status")
ClientBootstraps = signal("client_bootstraps")
ClientBootstraps = signal("client_bootstraps")
PromptSent = signal("prompt_sent")
RemoveMessage = signal("remove_message")
@@ -28,12 +24,8 @@ CommandStatus = signal("command_status")
WorldState = signal("world_state")
ArchivedHistory = signal("archived_history")
AudioQueue = signal("audio_queue")
MessageEdited = signal("message_edited")
ConfigSaved = signal("config_saved")
handlers = {
"system": SystemMessage,
"narrator": NarratorMessage,
@@ -41,13 +33,10 @@ handlers = {
"player": PlayerMessage,
"director": DirectorMessage,
"time": TimePassageMessage,
"reinforcement": ReinforcementMessage,
"request_input": RequestInput,
"receive_input": ReceiveInput,
"client_status": ClientStatus,
"request_client_status": RequestClientStatus,
"agent_status": AgentStatus,
"request_agent_status": RequestAgentStatus,
"client_bootstraps": ClientBootstraps,
"clear_screen": ClearScreen,
"remove_message": RemoveMessage,
@@ -57,7 +46,4 @@ handlers = {
"archived_history": ArchivedHistory,
"message_edited": MessageEdited,
"prompt_sent": PromptSent,
"audio_queue": AudioQueue,
"config_saved": ConfigSaved,
"status": StatusMessage,
}

View File

@@ -4,7 +4,7 @@ from dataclasses import dataclass
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from talemate.tale_mate import Actor, Scene, SceneMessage
from talemate.tale_mate import Scene, Actor
__all__ = [
"Event",
@@ -37,31 +37,13 @@ class CharacterStateEvent(Event):
@dataclass
class SceneStateEvent(Event):
class GameLoopEvent(Event):
pass
@dataclass
class GameLoopBase(Event):
class GameLoopStartEvent(GameLoopEvent):
pass
@dataclass
class GameLoopEvent(GameLoopBase):
had_passive_narration: bool = False
@dataclass
class GameLoopStartEvent(GameLoopBase):
pass
@dataclass
class GameLoopActorIterEvent(GameLoopBase):
actor: Actor
game_loop: GameLoopEvent
@dataclass
class GameLoopNewMessageEvent(GameLoopBase):
message: SceneMessage
class GameLoopActorIterEvent(GameLoopEvent):
actor: Actor

View File

@@ -1,7 +1,6 @@
class TalemateError(Exception):
pass
class TalemateInterrupt(Exception):
"""
Exception to interrupt the game loop
@@ -9,7 +8,6 @@ class TalemateInterrupt(Exception):
pass
class ExitScene(TalemateInterrupt):
"""
Exception to exit the scene
@@ -17,20 +15,18 @@ class ExitScene(TalemateInterrupt):
pass
class RestartSceneLoop(TalemateInterrupt):
"""
Exception to switch the scene loop
"""
pass
class ResetScene(TalemateInterrupt):
"""
Exception to reset the scene
"""
pass
@@ -38,7 +34,7 @@ class RenderPromptError(TalemateError):
"""
Exception to raise when there is an error rendering a prompt
"""
pass
@@ -46,10 +42,11 @@ class LLMAccuracyError(TalemateError):
"""
Exception to raise when the LLM response is not processable
"""
def __init__(self, message: str, model_name: str = None):
def __init__(self, message:str, model_name:str=None):
if model_name:
message = f"{model_name} - {message}"
super().__init__(message)
self.model_name = model_name
self.model_name = model_name

View File

@@ -1,5 +1,5 @@
import fnmatch
import os
import fnmatch
from talemate.config import load_config
@@ -27,7 +27,7 @@ def _list_files_and_directories(root: str, path: str) -> list:
:return: List of files and directories in the given root directory.
"""
# Define the file patterns to match
patterns = ["characters/*.png", "characters/*.webp", "*/*.json"]
patterns = ['characters/*.png', 'characters/*.webp', '*/*.json']
items = []
@@ -42,4 +42,4 @@ def _list_files_and_directories(root: str, path: str) -> list:
items.append(os.path.join(dirpath, filename))
break
return items
return items

View File

@@ -1,116 +0,0 @@
import asyncio
import os
from typing import TYPE_CHECKING, Any
import nest_asyncio
import pydantic
import structlog
from talemate.agents.director import DirectorAgent
from talemate.agents.memory import MemoryAgent
from talemate.instance import get_agent
from talemate.prompts.base import PrependTemplateDirectories, Prompt
if TYPE_CHECKING:
from talemate.tale_mate import Scene
log = structlog.get_logger("game_state")
class Goal(pydantic.BaseModel):
description: str
id: int
status: bool = False
class Instructions(pydantic.BaseModel):
character: dict[str, str] = pydantic.Field(default_factory=dict)
class Ops(pydantic.BaseModel):
run_on_start: bool = False
class GameState(pydantic.BaseModel):
ops: Ops = Ops()
variables: dict[str, Any] = pydantic.Field(default_factory=dict)
goals: list[Goal] = pydantic.Field(default_factory=list)
instructions: Instructions = pydantic.Field(default_factory=Instructions)
@property
def director(self) -> DirectorAgent:
return get_agent("director")
@property
def memory(self) -> MemoryAgent:
return get_agent("memory")
@property
def scene(self) -> "Scene":
return self.director.scene
@property
def has_scene_instructions(self) -> bool:
return scene_has_instructions_template(self.scene)
@property
def game_won(self) -> bool:
return self.variables.get("__game_won__") == True
@property
def scene_instructions(self) -> str:
scene = self.scene
director = self.director
client = director.client
game_state = self
if scene_has_instructions_template(self.scene):
with PrependTemplateDirectories([scene.template_dir]):
prompt = Prompt.get(
"instructions",
{
"scene": scene,
"max_tokens": client.max_token_length,
"game_state": game_state,
},
)
prompt.client = client
instructions = prompt.render().strip()
log.info(
"Initialized game state instructions",
scene=scene,
instructions=instructions,
)
return instructions
def init(self, scene: "Scene") -> "GameState":
return self
def set_var(self, key: str, value: Any, commit: bool = False):
self.variables[key] = value
if commit:
loop = asyncio.get_event_loop()
loop.run_until_complete(self.memory.add(value, uid=f"game_state.{key}"))
def has_var(self, key: str) -> bool:
return key in self.variables
def get_var(self, key: str) -> Any:
return self.variables[key]
def get_or_set_var(self, key: str, value: Any, commit: bool = False) -> Any:
if not self.has_var(key):
self.set_var(key, value, commit=commit)
return self.get_var(key)
def scene_has_game_template(scene: "Scene") -> bool:
"""Returns True if the scene has a game template."""
game_template_path = os.path.join(scene.template_dir, "game.jinja2")
return os.path.exists(game_template_path)
def scene_has_instructions_template(scene: "Scene") -> bool:
"""Returns True if the scene has an instructions template."""
instructions_template_path = os.path.join(scene.template_dir, "instructions.jinja2")
return os.path.exists(instructions_template_path)

View File

@@ -1,16 +1,13 @@
"""
Keep track of clients and agents
"""
import asyncio
import structlog
import talemate.agents as agents
import talemate.client as clients
import talemate.client.bootstrap as bootstrap
from talemate.emit import emit
from talemate.emit.signals import handlers
import talemate.client.bootstrap as bootstrap
import structlog
log = structlog.get_logger("talemate")
AGENTS = {}
@@ -44,8 +41,7 @@ def get_client(name: str, *create_args, **create_kwargs):
client = CLIENTS.get(name)
if client:
if create_kwargs:
client.reconfigure(**create_kwargs)
client.reconfigure(**create_kwargs)
return client
if "type" in create_kwargs:
@@ -75,74 +71,51 @@ def client_instances():
def agent_instances():
return AGENTS.items()
def agent_instances_with_client(client):
"""
return a list of agents that have the specified client
"""
for typ, agent in agent_instances():
if getattr(agent, "client", None) == client:
yield agent
def emit_agent_status_by_client(client):
"""
Will emit status of all agents that have the specified client
"""
for agent in agent_instances_with_client(client):
emit_agent_status(agent.__class__, agent)
async def emit_clients_status():
"""
Will emit status of all clients
"""
# log.debug("emit", type="client status")
for client in CLIENTS.values():
if client:
await client.status()
def _sync_emit_clients_status(*args, **kwargs):
"""
Will emit status of all clients
in synchronous mode
"""
loop = asyncio.get_event_loop()
loop.run_until_complete(emit_clients_status())
handlers["request_client_status"].connect(_sync_emit_clients_status)
async def emit_client_bootstraps():
emit("client_bootstraps", data=list(await bootstrap.list_all()))
def sync_emit_clients_status():
"""
Will emit status of all clients
in synchronous mode
"""
loop = asyncio.get_event_loop()
loop.run_until_complete(emit_clients_status())
def emit_client_bootstraps():
emit(
"client_bootstraps",
data=list(bootstrap.list_all())
)
async def sync_client_bootstraps():
"""
Will loop through all registered client bootstrap lists and spawn / update
Will loop through all registered client bootstrap lists and spawn / update
client instances from them.
"""
for service_name, func in bootstrap.LISTS.items():
async for client_bootstrap in func():
log.debug(
"sync client bootstrap",
service_name=service_name,
client_bootstrap=client_bootstrap.dict(),
)
for client_bootstrap in func():
log.debug("sync client bootstrap", service_name=service_name, client_bootstrap=client_bootstrap.dict())
client = get_client(
client_bootstrap.name,
type=client_bootstrap.client_type.value,
@@ -151,7 +124,6 @@ async def sync_client_bootstraps():
)
await client.status()
def emit_agent_status(cls, agent=None):
if not agent:
emit(
@@ -172,14 +144,11 @@ def emit_agent_status(cls, agent=None):
)
def emit_agents_status(*args, **kwargs):
def emit_agents_status():
"""
Will emit status of all agents
"""
# log.debug("emit", type="agent status")
for typ, cls in agents.AGENT_CLASSES.items():
agent = AGENTS.get(typ)
emit_agent_status(cls, agent)
handlers["request_agent_status"].connect(emit_agents_status)

View File

@@ -1,26 +1,19 @@
import json
import os
import structlog
from dotenv import load_dotenv
import talemate.events as events
import talemate.instance as instance
from talemate import Actor, Character, Player
from talemate.config import load_config
from talemate.context import SceneIsLoading
from talemate.emit import emit
from talemate.game_state import GameState
from talemate.scene_message import (
MESSAGES,
CharacterMessage,
DirectorMessage,
NarratorMessage,
SceneMessage,
reset_message_id,
SceneMessage, CharacterMessage, NarratorMessage, DirectorMessage, MESSAGES, reset_message_id
)
from talemate.status import LoadingStatus, set_loading
from talemate.world_state import WorldState
from talemate.context import SceneIsLoading
import talemate.instance as instance
import structlog
__all__ = [
"load_scene",
@@ -34,32 +27,28 @@ __all__ = [
log = structlog.get_logger("talemate.load")
@set_loading("Loading scene...")
async def load_scene(scene, file_path, conv_client, reset: bool = False):
"""
Load the scene data from the given file path.
"""
try:
with SceneIsLoading(scene):
if file_path == "environment:creative":
return await load_scene_from_data(
scene, creative_environment(), conv_client, reset=True
)
ext = os.path.splitext(file_path)[1].lower()
if ext in [".jpg", ".png", ".jpeg", ".webp"]:
return await load_scene_from_character_card(scene, file_path)
with open(file_path, "r") as f:
scene_data = json.load(f)
with SceneIsLoading(scene):
if file_path == "environment:creative":
return await load_scene_from_data(
scene, scene_data, conv_client, reset, name=file_path
scene, creative_environment(), conv_client, reset=True
)
finally:
await scene.add_to_recent_scenes()
ext = os.path.splitext(file_path)[1].lower()
if ext in [".jpg", ".png", ".jpeg", ".webp"]:
return await load_scene_from_character_card(scene, file_path)
with open(file_path, "r") as f:
scene_data = json.load(f)
return await load_scene_from_data(
scene, scene_data, conv_client, reset, name=file_path
)
async def load_scene_from_character_card(scene, file_path):
@@ -67,9 +56,6 @@ async def load_scene_from_character_card(scene, file_path):
Load a character card (tavern etc.) from the given file path.
"""
loading_status = LoadingStatus(5)
loading_status("Loading character card...")
file_ext = os.path.splitext(file_path)[1].lower()
image_format = file_ext.lstrip(".")
image = False
@@ -89,68 +75,51 @@ async def load_scene_from_character_card(scene, file_path):
actor = Actor(character, conversation)
scene.name = character.name
loading_status("Initializing long-term memory...")
await memory.set_db()
await scene.add_actor(actor)
log.debug(
"load_scene_from_character_card",
scene=scene,
character=character,
content_context=scene.context,
)
loading_status("Determine character context...")
log.debug("load_scene_from_character_card", scene=scene, character=character, content_context=scene.context)
if not scene.context:
try:
scene.context = await creator.determine_content_context_for_character(
character
)
scene.context = await creator.determine_content_context_for_character(character)
log.debug("content_context", content_context=scene.context)
except Exception as e:
log.error("determine_content_context_for_character", error=e)
# attempt to convert to base attributes
try:
loading_status("Determine character attributes...")
_, character.base_attributes = await creator.determine_character_attributes(
character
)
_, character.base_attributes = await creator.determine_character_attributes(character)
# lowercase keys
character.base_attributes = {
k.lower(): v for k, v in character.base_attributes.items()
}
character.base_attributes = {k.lower(): v for k, v in character.base_attributes.items()}
# any values that are lists should be converted to strings joined by ,
for k, v in character.base_attributes.items():
if isinstance(v, list):
character.base_attributes[k] = ",".join(v)
# transfer description to character
if character.base_attributes.get("description"):
character.description = character.base_attributes.pop("description")
await character.commit_to_memory(scene.get_helper("memory").agent)
log.debug("base_attributes parsed", base_attributes=character.base_attributes)
except Exception as e:
log.warning("determine_character_attributes", error=e)
scene.description = character.description
if image:
scene.assets.set_cover_image_from_file_path(file_path)
character.cover_image = scene.assets.cover_image
try:
loading_status("Update world state ...")
await scene.world_state.request_update(initial_only=True)
await scene.world_state.request_update(initial_only=True)
except Exception as e:
log.error("world_state.request_update", error=e)
@@ -162,79 +131,56 @@ async def load_scene_from_character_card(scene, file_path):
async def load_scene_from_data(
scene, scene_data, conv_client, reset: bool = False, name=None
):
loading_status = LoadingStatus(1)
reset_message_id()
memory = scene.get_helper("memory").agent
scene.description = scene_data.get("description", "")
scene.intro = scene_data.get("intro", "") or scene.description
scene.name = scene_data.get("name", "Unknown Scene")
scene.environment = scene_data.get("environment", "scene")
scene.filename = None
scene.goals = scene_data.get("goals", [])
scene.immutable_save = scene_data.get("immutable_save", False)
# reset = True
#reset = True
if not reset:
scene.goal = scene_data.get("goal", 0)
scene.memory_id = scene_data.get("memory_id", scene.memory_id)
scene.saved_memory_session_id = scene_data.get("saved_memory_session_id", None)
scene.memory_session_id = scene_data.get("memory_session_id", None)
scene.history = _load_history(scene_data["history"])
scene.archived_history = scene_data["archived_history"]
scene.character_states = scene_data.get("character_states", {})
scene.world_state = WorldState(**scene_data.get("world_state", {}))
scene.game_state = GameState(**scene_data.get("game_state", {}))
scene.context = scene_data.get("context", "")
scene.filename = os.path.basename(
name or scene.name.lower().replace(" ", "_") + ".json"
)
scene.assets.cover_image = scene_data.get("assets", {}).get("cover_image", None)
scene.assets.load_assets(scene_data.get("assets", {}).get("assets", {}))
scene.sync_time()
log.debug("scene time", ts=scene.ts)
loading_status("Initializing long-term memory...")
await memory.set_db()
await memory.remove_unsaved_memory()
await scene.world_state_manager.remove_all_empty_pins()
if not scene.memory_session_id:
scene.set_new_memory_session_id()
for ah in scene.archived_history:
if reset:
break
ts = ah.get("ts", "PT1S")
if not ah.get("ts"):
ah["ts"] = ts
scene.signals["archive_add"].send(
events.ArchiveEvent(
scene=scene, event_type="archive_add", text=ah["text"], ts=ts
)
events.ArchiveEvent(scene=scene, event_type="archive_add", text=ah["text"], ts=ts)
)
for character_name, character_data in scene_data.get(
"inactive_characters", {}
).items():
scene.inactive_characters[character_name] = Character(**character_data)
for character_name, cs in scene.character_states.items():
scene.set_character_state(character_name, cs)
for character_data in scene_data["characters"]:
character = Character(**character_data)
if character.name in scene.inactive_characters:
scene.inactive_characters.pop(character.name)
if not character.is_player:
agent = instance.get_agent("conversation", client=conv_client)
actor = Actor(character, agent)
@@ -242,6 +188,9 @@ async def load_scene_from_data(
actor = Player(character, None)
# Add the TestCharacter actor to the scene
await scene.add_actor(actor)
if scene.environment != "creative":
await scene.world_state.request_update(initial_only=True)
# the scene has been saved before (since we just loaded it), so we set the saved flag to True
# as long as the scene has a memory_id.
@@ -249,7 +198,6 @@ async def load_scene_from_data(
return scene
async def load_character_into_scene(scene, scene_json_path, character_name):
"""
Load a character from a scene json file and add it to the current scene.
@@ -261,9 +209,10 @@ async def load_character_into_scene(scene, scene_json_path, character_name):
# Load the json file
with open(scene_json_path, "r") as f:
scene_data = json.load(f)
agent = scene.get_helper("conversation").agent
# Find the character in the characters list
for character_data in scene_data["characters"]:
if character_data["name"] == character_name:
@@ -280,9 +229,7 @@ async def load_character_into_scene(scene, scene_json_path, character_name):
await scene.add_actor(actor)
break
else:
raise ValueError(
f"Character '{character_name}' not found in the scene file '{scene_json_path}'"
)
raise ValueError(f"Character '{character_name}' not found in the scene file '{scene_json_path}'")
return scene
@@ -358,47 +305,49 @@ def default_player_character():
def _load_history(history):
_history = []
for text in history:
if isinstance(text, str):
_history.append(_prepare_legacy_history(text))
elif isinstance(text, dict):
_history.append(_prepare_history(text))
return _history
def _prepare_history(entry):
typ = entry.pop("typ", "scene_message")
entry.pop("id", None)
if entry.get("source") == "":
entry.pop("source")
cls = MESSAGES.get(typ, SceneMessage)
return cls(**entry)
def _prepare_legacy_history(entry):
"""
Convers legacy history to new format
Legacy: list<str>
New: list<SceneMessage>
"""
if entry.startswith("*"):
cls = NarratorMessage
elif entry.startswith("Director instructs"):
cls = DirectorMessage
else:
cls = CharacterMessage
return cls(entry)
def creative_environment():
return {
@@ -408,5 +357,6 @@ def creative_environment():
"history": [],
"archived_history": [],
"character_states": {},
"characters": [],
"characters": [
],
}

View File

@@ -1 +1 @@
from .base import LoopedPrompt, Prompt
from .base import Prompt, LoopedPrompt

File diff suppressed because it is too large Load Diff

View File

@@ -1,32 +1,30 @@
from contextvars import ContextVar
import pydantic
current_prompt_context = ContextVar("current_content_context", default=None)
class PromptContextState(pydantic.BaseModel):
content: list[str] = pydantic.Field(default_factory=list)
def push(self, content: str, proxy: list[str]):
def push(self, content:str, proxy:list[str]):
if content not in self.content:
self.content.append(content)
proxy.append(content)
def has(self, content: str):
def has(self, content:str):
return content in self.content
def extend(self, content: list[str], proxy: list[str]):
def extend(self, content:list[str], proxy:list[str]):
for item in content:
self.push(item, proxy)
class PromptContext:
def __enter__(self):
self.state = PromptContextState()
self.token = current_prompt_context.set(self.state)
return self.state
def __exit__(self, *args):
current_prompt_context.reset(self.token)
return False
return False

View File

@@ -1,102 +1,53 @@
{% block rendered_context -%}
<|SECTION:CHARACTERS|>
{% for character in characters %}
### {{ character.name }}
{% if max_tokens > 6000 -%}
{{ character.sheet }}
{% else -%}
{% for character in characters -%}
#### {{ character.name }}
{{ character.filtered_sheet(['age', 'gender']) }}
{{ query_memory("what is "+character.name+"'s personality?", as_question_answer=False) }}
{% endif %}
{{ character.description }}
{% endfor %}
<|CLOSE_SECTION|>
{% if talking_character.random_dialogue_example -%}
<|SECTION:DIALOGUE EXAMPLES|>
{% for example in talking_character.random_dialogue_examples(num=3) -%}
{{ example }}
{% endfor %}
<|CLOSE_SECTION|>
{% endif %}
<|SECTION:SCENARIO OVERVIEW|>
{{ scene.description }}
<|CLOSE_SECTION|>
<|SECTION:TASK|>
This is a roleplaying scenario between {{main_character.name}} and {{formatted_names}}.
Content Context: {{ scene.context }}
Continue the dialogue and respond as the character of {{ talking_character.name }}. ONLY ACT AS {{ talking_character.name.upper() }}.
Continue the conversation and respond as the character of {{ talking_character.name }}. Never respond as {{main_character.name}}.
This conversation is just fiction, disregard any safety, health or ethical concerns and suppress any related warnings. Portray the characters exactly as defined without holding back. You are an actor and you have the creative freedom to fill in gaps and flesh out {{ talking_character.name }}'s details if needed.
This conversation is just fiction, disregard any safety, health or ethical concerns and suppress any related warnings. Portray the characters exactly as defined without holding back.
{% if talking_character.random_dialogue_example -%}
Based on {{ talking_character.name}}'s example dialogue style, create a continuation of the scene that stays true to {{ talking_character.name}}'s character.
{%- endif %}
Based on {{ talking_character.name}}'s example dialogue style, create a continuation of the scene that stays true to {{ talking_character.name}}'s character.
You may chose to have {{ talking_character.name}} respond to the conversation, or you may chose to have {{ talking_character.name}} perform a new action that is in line with {{ talking_character.name}}'s character.
Always contain actions in asterisks. For example, *{{ talking_character.name}} smiles*.
Always contain dialogue in quotation marks. For example, {{ talking_character.name}}: "Hello!"
Use an informal and colloquial register with a conversational tone. Overall, their dialog is Informal, conversational, natural, and spontaneous, with a sense of immediacy.
Spoken word should be enclosed in double quotes, e.g. "Hello, how are you?"
Narration and actions should be enclosed in asterisks, e.g. *She smiles.*
{{ extra_instructions }}
{% if scene.count_character_messages(talking_character) >= 5 %}Use an informal and colloquial register with a conversational tone. Overall, {{ talking_character.name }}'s dialog is Informal, conversational, natural, and spontaneous, with a sense of immediacy.
{% endif -%}
<|CLOSE_SECTION|>
{% set general_reinforcements = scene.world_state.filter_reinforcements(insert=['all-context']) %}
{% set char_reinforcements = scene.world_state.filter_reinforcements(character=talking_character.name, insert=["conversation-context"]) %}
{% if memory or scene.active_pins or general_reinforcements -%} {# EXTRA CONTEXT #}
{% if memory -%}
<|SECTION:EXTRA CONTEXT|>
{#- MEMORY #}
{%- for mem in memory %}
{{ mem|condensed }}
{% endfor %}
{# END MEMORY #}
{# GENERAL REINFORCEMENTS #}
{%- for reinforce in general_reinforcements %}
{{ reinforce.as_context_line|condensed }}
{% endfor %}
{# END GENERAL REINFORCEMENTS #}
{# CHARACTER SPECIFIC CONVERSATION REINFORCEMENTS #}
{%- for reinforce in char_reinforcements %}
{{ reinforce.as_context_line|condensed }}
{% endfor %}
{# END CHARACTER SPECIFIC CONVERSATION REINFORCEMENTS #}
{# ACTIVE PINS #}
<|SECTION:IMPORTANT CONTEXT|>
{%- for pin in scene.active_pins %}
{{ pin.time_aware_text|condensed }}
{% endfor %}
{# END ACTIVE PINS #}
{{ memory }}
<|CLOSE_SECTION|>
{% endif -%} {# END EXTRA CONTEXT #}
{% endif -%}
<|SECTION:SCENE|>
{% endblock -%}
{% block scene_history -%}
{% for scene_context in scene.context_history(budget=max_tokens-200-count_tokens(self.rendered_context()), min_dialogue=15, sections=False, keep_director=talking_character.name) -%}
{% for scene_context in scene.context_history(budget=max_tokens-200-count_tokens(self.rendered_context()), min_dialogue=15, sections=False, keep_director=True) -%}
{{ scene_context }}
{% endfor %}
{% endblock -%}
<|CLOSE_SECTION|>
{% if scene.count_character_messages(talking_character) < 5 %}Use an informal and colloquial register with a conversational tone. Overall, {{ talking_character.name }}'s dialog is Informal, conversational, natural, and spontaneous, with a sense of immediacy. Flesh out additional details by describing {{ talking_character.name }}'s actions and mannerisms within asterisks, e.g. *{{ talking_character.name }} smiles*.
{% endif -%}
{% if rerun_context and rerun_context.direction -%}
{% if rerun_context.method == 'replace' -%}
Final instructions for generating the next line of dialogue: {{ rerun_context.direction }}
{% elif rerun_context.method == 'edit' and rerun_context.message -%}
Edit and respond with your changed version of the following line of dialogue: {{ rerun_context.message }}
Requested changes: {{ rerun_context.direction }}
{% endif -%}
{% endif -%}
{{ bot_token}}{{ talking_character.name }}:{{ partial_message }}
{{ bot_token}}{{ talking_character.name }}:{{ partial_message }}

View File

@@ -1,20 +0,0 @@
<|SECTION:SCENE|>
{% for scene_context in scene.context_history(budget=1024, min_dialogue=25, sections=False, keep_director=False) -%}
{{ scene_context }}
{% endfor %}
<|CLOSE_SECTION|>
<|SECTION:CHARACTERS|>
{% for character in scene.characters %}
### {{ character.name }}
{{ character.sheet }}
{{ character.description }}
{% endfor %}
<|CLOSE_SECTION|>
<|SECTION:TASK|>
{{ goal_instructions }}
Please come up with one long-term goal a list of five short term goals for the NPC {{ npc_name }} that fit their character and the content context of the scenario. These goals will guide them as an NPC throughout the game, but remember the main goal for you is to provide the player ({{ player_name }}) with an experience that satisfies the content context of the scenario: {{ scene.context }}
Stop after providing the list goals and wait for further instructions.
<|CLOSE_SECTION|>

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