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--- |
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title: Piclets |
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emoji: 📷 |
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colorFrom: yellow |
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colorTo: red |
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sdk: static |
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pinned: false |
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app_build_command: npm run build |
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app_file: dist/index.html |
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hf_oauth: true |
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hf_oauth_scopes: |
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- inference-api |
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--- |
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# Piclets |
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Monster collection & battle game leveraging Huggingface ZeroGPU spaces! |
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[Play Here!](https://fraser-piclets.static.hf.space/) |
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## Battle System |
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Making everything LLM based! |
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The LLM gets the piclet descriptions, stats and action descriptions and then creates a JSON object conveying the status updates (including emojis for effects). |
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This should give the battles a unique "real" feel with interesting effective/ineffective interactions. |
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Status updates come with probabilities allowing for chance in the game while LLM sampling temperature is low. |
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The LLM backed has a dynamic setup so it can switch between providers, for now will use `tencent/Hunyuan-Large` long term may switch to `BlinkDL/RWKV-Gradio-2`. |
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Options for LLM backend: |
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1. tencent/Hunyuan-Large (has been free for a while!) |
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2. yuntian-deng/ChatGPT (say it will have short term availability) |
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3. hysts/zephyr-7b (runs on zero-gpu) |
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4. BlinkDL/RWKV-Gradio-2 (running on T4, never ran into rate limits) |
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5. make my own Cohere space (20 generations per minute) |
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## Old Battle System Ideas |
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## How to handle combat? |
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I want a combat system that leverages the diversity of monsters and creativity of LLMs. |
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I'd rather the game ran "offline" so without the need for non borwser-based computation. |
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I'd also like the combat to feel interesting with a diversity of Piclets being required. |
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Now for most players they won't actually be able to catch that many Piclets (1 per day). |
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By interesting I mean the unique properties of the monster should shine through despite them not being explicitly coded for. |
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The simplest version of this is having "weak against, robust against" lists and using a semantic encoder matches to define effectiveness. |
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I previously liked the idea of monsters having a "status" that would then effect combat, e.g. burning, bleading, sleeping, etc. |
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This ofc also matches Pokemon though it does seem a little tricky to code and connect all of this. |
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Should also note that I can have a TON of data within my HF space so coding up a ton of status effect options is fine! |
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#### Combat Ideas |
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**Semantic top-trumps** |
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You attack with a given trait e.g. "flight" they then pick a counter monster to compare on that axis. |
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The monster with the better semantic score wins. |
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A variation on this is each attack description vs the monsters description. |
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TBH 1v1 battles with just 1 move doesn't feel tactical enough. |
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**True Pokemon** |
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Just define a full running pokemon style game with the Pokemon suite of moves. |
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Could even extend to include special abilities like being invulnerable to drain, can't be switched out, etc. |
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This would mean abilities would be defined ahead of time and picked for the monster. |
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Nice thing is that this would balance the same way and have a high complexity ceiling. |
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The bad thing is that this could actually be extremely difficult to implement, likely best done by just emulating the underlying game with modified sprites & names for the monster. |
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**LLM powered Pokemon** |
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Leverage free LLM spaces (maybe RWKV?) to have the LLM generate the outcomes of the different action. |
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Include updating free-form status descriptions. |
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This should give a consistent range of effects without requiring complex code. |
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The issue here is with accessing the LLM responses. |
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This would have to rely on non zero-GPU spaces to get the response rate required. |
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**Semantic Pokemon** |
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Define pokemon style moves with keywords defining strong against, weak against and action special cases. |
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This is effectively doing what "LLM powered Pokemon" would do but offline. |
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Different effects have different probabilities. |
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Statuses are applied and semanticly matched into hard coded ones. |
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e.g. "Dazed" is similar to "Confusion" so gets the "Confusion" effect |
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#### Combat Choice |
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I think Semantic Pokemon is the best choice as it gives great variety while being runnable offline. |
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To put this in more detail... |
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1. monsters each have lists of keywords for "weak to" and "robust to" for effective/ineffective |
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2. each action has hard coded effects with special cases for certain monsters |
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3. monster actions are colored to indicate attack/buff/debuff/special |
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When hard coding effects the action can apply descriptors to the enemy, these then interact with game-level effects and the monsters own effective/ineffective. |
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Previously I did like the emoji setup as it was quick to communicate... but it often wasn't high level enough. |
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I'm hopeful that high level descriptors + a semantic encoder will give more matches than previously. |
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So the monster schema will have: |
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```json |
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"robust against": {"type": "string", "description": "A brief description of things the monster is robust to"}, |
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"weak against": {"type": "string", "description": "A brief description of things the monster is weak to"}, |
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``` |
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Then for the actions: |
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```json |
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"attack": { |
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"name": "...", |
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"description": "...", |
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"damage": "likert", |
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"accuracy": "likert", |
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"inflictStatus": "...", |
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} |
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``` |
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### Keyword based |
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Another option is to just have claude create a really extensive keyword system to analyze action descriptions and make a series of classifiers based on that. |
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I have had success with this before and its nice to think I then only have to handle the action descriptions. |
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Then I could add back the old Piclet types to pair up with this. |
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Plus then include an emoji for each action to give a cool animation effect! |
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The bad thing here is that I am having to hand-code a battle system which I didn't really want to do. |
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# Svelte + TS + Vite |
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This template should help get you started developing with Svelte and TypeScript in Vite. |
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## Recommended IDE Setup |
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[VS Code](https://code.visualstudio.com/) + [Svelte](https://marketplace.visualstudio.com/items?itemName=svelte.svelte-vscode). |
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## Need an official Svelte framework? |
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Check out [SvelteKit](https://github.com/sveltejs/kit#readme), which is also powered by Vite. Deploy anywhere with its serverless-first approach and adapt to various platforms, with out of the box support for TypeScript, SCSS, and Less, and easily-added support for mdsvex, GraphQL, PostCSS, Tailwind CSS, and more. |
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## Technical considerations |
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**Why use this over SvelteKit?** |
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- It brings its own routing solution which might not be preferable for some users. |
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- It is first and foremost a framework that just happens to use Vite under the hood, not a Vite app. |
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This template contains as little as possible to get started with Vite + TypeScript + Svelte, while taking into account the developer experience with regards to HMR and intellisense. It demonstrates capabilities on par with the other `create-vite` templates and is a good starting point for beginners dipping their toes into a Vite + Svelte project. |
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Should you later need the extended capabilities and extensibility provided by SvelteKit, the template has been structured similarly to SvelteKit so that it is easy to migrate. |
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**Why `global.d.ts` instead of `compilerOptions.types` inside `jsconfig.json` or `tsconfig.json`?** |
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Setting `compilerOptions.types` shuts out all other types not explicitly listed in the configuration. Using triple-slash references keeps the default TypeScript setting of accepting type information from the entire workspace, while also adding `svelte` and `vite/client` type information. |
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**Why include `.vscode/extensions.json`?** |
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Other templates indirectly recommend extensions via the README, but this file allows VS Code to prompt the user to install the recommended extension upon opening the project. |
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**Why enable `allowJs` in the TS template?** |
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While `allowJs: false` would indeed prevent the use of `.js` files in the project, it does not prevent the use of JavaScript syntax in `.svelte` files. In addition, it would force `checkJs: false`, bringing the worst of both worlds: not being able to guarantee the entire codebase is TypeScript, and also having worse typechecking for the existing JavaScript. In addition, there are valid use cases in which a mixed codebase may be relevant. |
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**Why is HMR not preserving my local component state?** |
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HMR state preservation comes with a number of gotchas! It has been disabled by default in both `svelte-hmr` and `@sveltejs/vite-plugin-svelte` due to its often surprising behavior. You can read the details [here](https://github.com/rixo/svelte-hmr#svelte-hmr). |
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If you have state that's important to retain within a component, consider creating an external store which would not be replaced by HMR. |
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```ts |
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// store.ts |
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// An extremely simple external store |
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import { writable } from "svelte/store"; |
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export default writable(0); |
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``` |
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