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<section id="module-evennia.contrib.tutorials.evadventure.ai">
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<span id="evennia-contrib-tutorials-evadventure-ai"></span><h1>evennia.contrib.tutorials.evadventure.ai<a class="headerlink" href="#module-evennia.contrib.tutorials.evadventure.ai" title="Permalink to this headline">¶</a></h1>
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<p>NPC AI module for EvAdventure (WIP)</p>
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<p>This implements a state machine for the NPCs, where it uses inputs from the game to determine what
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to do next. The AI works on the concept of being ‘ticks’, at which point, the AI will decide to move
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between different ‘states’, performing different ‘actions’ within each state until changing to
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another state. The odds of changing between states and performing actions are weighted, allowing for
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an AI agent to be more or less likely to perform certain actions.</p>
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<p>The state machine is fed a dictionary of states and their transitions, and a dictionary of available
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actions to choose between.</p>
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<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="p">{</span>
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<span class="s2">"states"</span><span class="p">:</span> <span class="p">{</span>
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<span class="s2">"state1"</span><span class="p">:</span> <span class="p">{</span><span class="s2">"action1"</span><span class="p">:</span> <span class="n">odds</span><span class="p">,</span> <span class="s2">"action2"</span><span class="p">:</span> <span class="n">odds</span><span class="p">,</span> <span class="o">...</span><span class="p">},</span>
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<span class="s2">"state2"</span><span class="p">:</span> <span class="p">{</span><span class="s2">"action1"</span><span class="p">:</span> <span class="n">odds</span><span class="p">,</span> <span class="s2">"action2"</span><span class="p">:</span> <span class="n">odds</span><span class="p">,</span> <span class="o">...</span><span class="p">},</span> <span class="o">...</span>
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<span class="p">}</span>
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<span class="s2">"transition"</span><span class="p">:</span> <span class="p">{</span>
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<span class="s2">"state1"</span><span class="p">:</span> <span class="p">{</span><span class="s2">"state2"</span><span class="p">:</span> <span class="s2">"odds, "</span><span class="n">state3</span><span class="s2">": odds, ...},</span>
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<span class="s2">"state2"</span><span class="p">:</span> <span class="p">{</span><span class="s2">"state1"</span><span class="p">:</span> <span class="s2">"odds, "</span><span class="n">state3</span><span class="s2">": odds, ...}, ...</span>
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<span class="p">}</span>
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<span class="p">}</span>
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</pre></div>
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</div>
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<p>The NPC class needs to look like this:</p>
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<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">NPC</span><span class="p">(</span><span class="n">DefaultCharacter</span><span class="p">):</span>
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<span class="c1"># ...</span>
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<span class="nd">@lazy_property</span>
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<span class="k">def</span> <span class="nf">ai</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
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<span class="k">return</span> <span class="n">AIHandler</span><span class="p">(</span><span class="bp">self</span><span class="p">)</span>
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<span class="k">def</span> <span class="nf">ai_roam</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">action</span><span class="p">):</span>
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<span class="c1"># perform the action within the current state ai.state</span>
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<span class="k">def</span> <span class="nf">ai_hunt</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">action</span><span class="p">):</span>
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<span class="c1"># etc</span>
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</pre></div>
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</div>
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<dl class="py class">
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<dt id="evennia.contrib.tutorials.evadventure.ai.AIHandler">
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<em class="property">class </em><code class="sig-prename descclassname">evennia.contrib.tutorials.evadventure.ai.</code><code class="sig-name descname">AIHandler</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">obj</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/ai.html#AIHandler"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.ai.AIHandler" title="Permalink to this definition">¶</a></dt>
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<dd><p>Bases: <code class="xref py py-class docutils literal notranslate"><span class="pre">object</span></code></p>
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<p>AIHandler class. This should be placed on the NPC object, and will handle the state machine,
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including transitions and actions.</p>
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<p>Add to typeclass with @lazyproperty:</p>
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<blockquote>
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<div><p>class NPC(DefaultCharacter):</p>
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<blockquote>
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<div><p>ai_states = {…}</p>
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<p># …</p>
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<p>@lazyproperty
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def ai(self):</p>
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<blockquote>
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<div><p>return AIHandler(self)</p>
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</div></blockquote>
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</div></blockquote>
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</div></blockquote>
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<dl class="py method">
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<dt id="evennia.contrib.tutorials.evadventure.ai.AIHandler.__init__">
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<code class="sig-name descname">__init__</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">obj</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/ai.html#AIHandler.__init__"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.ai.AIHandler.__init__" title="Permalink to this definition">¶</a></dt>
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<dd><p>Initialize self. See help(type(self)) for accurate signature.</p>
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</dd></dl>
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<dl class="py method">
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<dt id="evennia.contrib.tutorials.evadventure.ai.AIHandler.state">
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<em class="property">property </em><code class="sig-name descname">state</code><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.ai.AIHandler.state" title="Permalink to this definition">¶</a></dt>
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<dd><p>Return the current state of the AI.</p>
|
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<dl class="field-list simple">
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<dt class="field-odd">Returns</dt>
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<dd class="field-odd"><p><em>str</em> – Current state of the AI.</p>
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</dd>
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</dl>
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</dd></dl>
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<dl class="py method">
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<dt id="evennia.contrib.tutorials.evadventure.ai.AIHandler.states">
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<em class="property">property </em><code class="sig-name descname">states</code><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.ai.AIHandler.states" title="Permalink to this definition">¶</a></dt>
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<dd><p>Return the states dictionary for the AI.</p>
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<dl class="field-list simple">
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<dt class="field-odd">Returns</dt>
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<dd class="field-odd"><p><em>dict</em> – States dictionary for the AI.</p>
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</dd>
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</dl>
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</dd></dl>
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<dl class="py method">
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<dt id="evennia.contrib.tutorials.evadventure.ai.AIHandler.transitions">
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<em class="property">property </em><code class="sig-name descname">transitions</code><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.ai.AIHandler.transitions" title="Permalink to this definition">¶</a></dt>
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<dd><p>Return the transitions dictionary for the AI.</p>
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<dl class="field-list simple">
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<dt class="field-odd">Returns</dt>
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<dd class="field-odd"><p><em>dict</em> – Transitions dictionary for the AI.</p>
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</dd>
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</dl>
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</dd></dl>
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<dl class="py method">
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<dt id="evennia.contrib.tutorials.evadventure.ai.AIHandler.add_aidict">
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<code class="sig-name descname">add_aidict</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">aidict</span></em>, <em class="sig-param"><span class="n">force</span><span class="o">=</span><span class="default_value">False</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/ai.html#AIHandler.add_aidict"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.ai.AIHandler.add_aidict" title="Permalink to this definition">¶</a></dt>
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||
<dd><p>Add an AI dictionary to the AI handler, if one doesn’t already exist.</p>
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<dl class="field-list simple">
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<dt class="field-odd">Parameters</dt>
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<dd class="field-odd"><ul class="simple">
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<li><p><strong>aidict</strong> (<em>dict</em>) – AI dictionary to add.</p></li>
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<li><p><strong>force</strong> (<em>bool</em><em>, </em><em>optional</em>) – Force adding the AI dictionary, even if one already exists on</p></li>
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<li><p><strong>handler.</strong> (<em>this</em>) – </p></li>
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</ul>
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</dd>
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</dl>
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</dd></dl>
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<dl class="py method">
|
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<dt id="evennia.contrib.tutorials.evadventure.ai.AIHandler.adjust_transition_probability">
|
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<code class="sig-name descname">adjust_transition_probability</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">state_start</span></em>, <em class="sig-param"><span class="n">state_end</span></em>, <em class="sig-param"><span class="n">odds</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/ai.html#AIHandler.adjust_transition_probability"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.ai.AIHandler.adjust_transition_probability" title="Permalink to this definition">¶</a></dt>
|
||
<dd><p>Adjust the transition probability between two states.</p>
|
||
<dl class="field-list simple">
|
||
<dt class="field-odd">Parameters</dt>
|
||
<dd class="field-odd"><ul class="simple">
|
||
<li><p><strong>state_start</strong> (<em>str</em>) – State to start from.</p></li>
|
||
<li><p><strong>state_end</strong> (<em>str</em>) – State to end at.</p></li>
|
||
<li><p><strong>odds</strong> (<em>int</em>) – New odds for the transition.</p></li>
|
||
</ul>
|
||
</dd>
|
||
</dl>
|
||
<div class="admonition note">
|
||
<p class="admonition-title">Note</p>
|
||
<p>This will normalize the odds across the other transitions from the starting state.</p>
|
||
</div>
|
||
</dd></dl>
|
||
|
||
<dl class="py method">
|
||
<dt id="evennia.contrib.tutorials.evadventure.ai.AIHandler.get_next_state">
|
||
<code class="sig-name descname">get_next_state</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/ai.html#AIHandler.get_next_state"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.ai.AIHandler.get_next_state" title="Permalink to this definition">¶</a></dt>
|
||
<dd><p>Get the next state for the AI.</p>
|
||
<dl class="field-list simple">
|
||
<dt class="field-odd">Returns</dt>
|
||
<dd class="field-odd"><p><em>str</em> – Next state for the AI.</p>
|
||
</dd>
|
||
</dl>
|
||
</dd></dl>
|
||
|
||
<dl class="py method">
|
||
<dt id="evennia.contrib.tutorials.evadventure.ai.AIHandler.get_next_action">
|
||
<code class="sig-name descname">get_next_action</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/ai.html#AIHandler.get_next_action"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.ai.AIHandler.get_next_action" title="Permalink to this definition">¶</a></dt>
|
||
<dd><p>Get the next action for the AI within the current state.</p>
|
||
<dl class="field-list simple">
|
||
<dt class="field-odd">Returns</dt>
|
||
<dd class="field-odd"><p><em>str</em> – Next action for the AI.</p>
|
||
</dd>
|
||
</dl>
|
||
</dd></dl>
|
||
|
||
<dl class="py method">
|
||
<dt id="evennia.contrib.tutorials.evadventure.ai.AIHandler.execute_ai">
|
||
<code class="sig-name descname">execute_ai</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/ai.html#AIHandler.execute_ai"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.ai.AIHandler.execute_ai" title="Permalink to this definition">¶</a></dt>
|
||
<dd><p>Execute the next ai action in the current state.</p>
|
||
<p>This assumes that each available state exists as a method on the object, named
|
||
ai_<state_name>, taking an optional argument of the next action to perform. The method
|
||
will itself update the state or transition weights through this handler.</p>
|
||
<p>Some states have in-built state transitions, via the special “change_state” action.</p>
|
||
</dd></dl>
|
||
|
||
</dd></dl>
|
||
|
||
</section>
|
||
|
||
|
||
</div>
|
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</div>
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