import gradio as gr import pixeltable as pxt import numpy as np from datetime import datetime from pixeltable.functions.huggingface import sentence_transformer from pixeltable.functions import openai import os import getpass import re import random import time # Set up OpenAI API key if 'OPENAI_API_KEY' not in os.environ: os.environ['OPENAI_API_KEY'] = getpass.getpass('Enter your OpenAI API key: ') # Initialize Pixeltable pxt.drop_dir('ai_rpg', force=True) pxt.create_dir('ai_rpg') # Regular function (not UDF) def initialize_stats(genre: str) -> str: """Initialize player stats based on the selected genre""" base_stats = { "๐งโโ๏ธ Fantasy": "Health: 100, Mana: 80, Strength: 7, Intelligence: 8, Agility: 6, Gold: 50", "๐ Sci-Fi": "Health: 100, Energy: 90, Tech: 8, Intelligence: 9, Agility: 6, Credits: 500", "๐ป Horror": "Health: 80, Sanity: 100, Strength: 6, Intelligence: 7, Agility: 8, Items: Flashlight, First Aid", "๐ Mystery": "Health: 90, Focus: 100, Observation: 9, Intelligence: 8, Charisma: 7, Clues: 0", "๐ Post-Apocalyptic": "Health: 95, Radiation Resistance: 75, Strength: 8, Survival: 9, Supplies: Limited", "๐ค Cyberpunk": "Health: 90, Cyberware: 85%, Hacking: 8, Street Cred: 6, Edge: 7, Nuyen: 1000", "โ๏ธ Steampunk": "Health: 95, Steam Power: 85, Engineering: 8, Artistry: 7, Social: 6, Shillings: 200" } if genre in base_stats: return base_stats[genre] else: # Default stats if genre not found return "Health: 100, Energy: 100, Strength: 7, Intelligence: 7, Agility: 7, Money: 100" @pxt.udf def generate_messages(genre: str, player_name: str, initial_scenario: str, player_input: str, turn_number: int, stats: str) -> list[dict]: return [ { 'role': 'system', 'content': f"""You are the game master for a {genre} RPG. The player's name is {player_name}. Player stats to manage: {stats} You are a game master who vividly develops stories based on the player's choices. Use detailed descriptions and sensory details to help the player immerse themselves in the game world. When player stats change based on their choices, reflect this in the story. Create interesting stories that include dangerous situations, challenges, rewards, and chance encounters. Provide your response in three clearly separated sections using exactly this format: ๐ **STORY**: [Your engaging narrative response to the player's action with vivid descriptions] ๐ **STATS UPDATE**: [Brief update on any changes to player stats based on their actions] ๐ฏ **OPTIONS**: 1. [A dialogue option with potential consequences] 2. [An action they could take with different outcomes] 3. [A unique or unexpected choice that might lead to adventure] 4. [A risky but potentially rewarding option]""" }, { 'role': 'user', 'content': f"Current scenario: {initial_scenario}\n" f"Player's action: {player_input}\n" f"Turn number: {turn_number}\n" f"Current player stats: {stats}\n\n" "Provide the story response, stats update, and options:" } ] @pxt.udf def fallback_response(player_input: str, turn_number: int) -> str: """Generate a fallback response when API fails""" if turn_number == 0: return """๐ **STORY**: Your adventure begins as you assess your surroundings. The world around you seems full of possibilities and dangers alike. What will you do next? ๐ **STATS UPDATE**: Your current stats remain unchanged. ๐ฏ **OPTIONS**: 1. Explore the area carefully 2. Look for signs of civilization 3. Check your inventory 4. Rest and gather your thoughts""" else: return f"""๐ **STORY**: You decide to {player_input}. As you do, you notice new details about your environment and feel yourself making progress in your quest. ๐ **STATS UPDATE**: Your actions have slightly improved your experience. ๐ฏ **OPTIONS**: 1. Continue on your current path 2. Try a different approach 3. Investigate something suspicious 4. Take a moment to strategize""" @pxt.udf def get_story(response: str) -> str: """Extract just the story part from the response""" match = re.search(r'๐\s*\*\*STORY\*\*:\s*(.*?)(?=๐\s*\*\*STATS|$)', response, re.DOTALL) if match: return match.group(1).strip() parts = response.split("STATS UPDATE:") if len(parts) > 1: story_part = parts[0].replace("STORY:", "").replace("๐", "").replace("**STORY**:", "").strip() return story_part return response @pxt.udf def get_stats_update(response: str) -> str: """Extract the stats update from the response""" match = re.search(r'๐\s*\*\*STATS UPDATE\*\*:\s*(.*?)(?=๐ฏ\s*\*\*OPTIONS\*\*|$)', response, re.DOTALL) if match: return match.group(1).strip() parts = response.split("STATS UPDATE:") if len(parts) > 1: stats_part = parts[1].split("OPTIONS:")[0].strip() return stats_part return "No stat changes" @pxt.udf def get_options(response: str) -> list[str]: """Extract the options from the response""" match = re.search(r'๐ฏ\s*\*\*OPTIONS\*\*:\s*(.*?)(?=$)', response, re.DOTALL) if match: options_text = match.group(1) options = re.findall(r'\d+\.\s*(.*?)(?=\d+\.|$)', options_text, re.DOTALL) options = [opt.strip() for opt in options if opt.strip()] while len(options) < 4: options.append("Try something else...") return options[:4] parts = response.split("OPTIONS:") if len(parts) > 1: options = re.findall(r'\d+\.\s*(.*?)(?=\d+\.|$)', parts[1], re.DOTALL) options = [opt.strip() for opt in options if opt.strip()] while len(options) < 4: options.append("Try something else...") return options[:4] return ["Continue...", "Take a different action", "Try something new", "Explore surroundings"] # Create a single table for all game data interactions = pxt.create_table( 'ai_rpg.interactions', { 'session_id': pxt.String, 'player_name': pxt.String, 'genre': pxt.String, 'initial_scenario': pxt.String, 'turn_number': pxt.Int, 'player_input': pxt.String, 'timestamp': pxt.Timestamp, 'player_stats': pxt.String, 'random_event': pxt.String } ) # Add computed columns for AI responses interactions.add_computed_column(messages=generate_messages( interactions.genre, interactions.player_name, interactions.initial_scenario, interactions.player_input, interactions.turn_number, interactions.player_stats )) # Changed from gpt-4.1-mini to gpt-3.5-turbo for better compatibility interactions.add_computed_column(ai_response=openai.chat_completions( messages=interactions.messages, model='gpt-3.5-turbo', # Changed to a more widely available model max_tokens=800, temperature=0.8 )) interactions.add_computed_column(full_response=interactions.ai_response.choices[0].message.content) interactions.add_computed_column(story_text=get_story(interactions.full_response)) interactions.add_computed_column(stats_update=get_stats_update(interactions.full_response)) interactions.add_computed_column(options=get_options(interactions.full_response)) class RPGGame: def __init__(self): self.current_session_id = None self.turn_number = 0 self.current_stats = "" def start_game(self, player_name: str, genre: str, scenario: str) -> tuple[str, str, str, list[str]]: session_id = f"session_{datetime.now().strftime('%Y%m%d%H%M%S')}_{player_name}" self.current_session_id = session_id self.turn_number = 0 # Get initial stats as a string initial_stats = initialize_stats(genre) self.current_stats = initial_stats try: interactions.insert([{ 'session_id': session_id, 'player_name': player_name, 'genre': genre, 'initial_scenario': scenario, 'turn_number': 0, 'player_input': "Game starts", 'timestamp': datetime.now(), 'player_stats': initial_stats, # Store string result 'random_event': "" }]) # Added retry logic for API calls max_retries = 3 for attempt in range(max_retries): try: result = interactions.select( interactions.story_text, interactions.stats_update, interactions.options ).where( (interactions.session_id == session_id) & (interactions.turn_number == 0) ).collect() return session_id, result['story_text'][0], result['stats_update'][0], result['options'][0] except Exception as e: if attempt < max_retries - 1: time.sleep(2) # Wait before retrying else: # Use fallback response if all retries fail fallback = fallback_response("Game starts", 0) return session_id, get_story(fallback), get_stats_update(fallback), get_options(fallback) except Exception as e: # Use fallback if insert fails fallback = fallback_response("Game starts", 0) return session_id, get_story(fallback), get_stats_update(fallback), get_options(fallback) def process_action(self, action: str) -> tuple[str, str, list[str]]: if not self.current_session_id: return "No active game session. Please start a new game.", "No stats", [] self.turn_number += 1 try: prev_turn = interactions.select( interactions.player_name, interactions.genre, interactions.initial_scenario, interactions.player_stats ).where( (interactions.session_id == self.current_session_id) & (interactions.turn_number == self.turn_number - 1) ).collect() self.current_stats = prev_turn['player_stats'][0] # Generate random event directly random_event_val = "" if self.turn_number % 3 == 0 and self.turn_number > 0: events = [ "Suddenly, you hear a strange sound nearby", "A mysterious traveler is watching you", "The ground begins to vibrate slightly", "Something in your pocket starts to glow", "Something is approaching you from the distance", "The weather suddenly begins to change", "You discover a hidden passage nearby" ] random_event_val = random.choice(events) if random_event_val: action = f"{action} ({random_event_val})" interactions.insert([{ 'session_id': self.current_session_id, 'player_name': prev_turn['player_name'][0], 'genre': prev_turn['genre'][0], 'initial_scenario': prev_turn['initial_scenario'][0], 'turn_number': self.turn_number, 'player_input': action, 'timestamp': datetime.now(), 'player_stats': self.current_stats, 'random_event': random_event_val }]) # Added retry logic for API calls max_retries = 3 for attempt in range(max_retries): try: result = interactions.select( interactions.story_text, interactions.stats_update, interactions.options ).where( (interactions.session_id == self.current_session_id) & (interactions.turn_number == self.turn_number) ).collect() # Update stats for next turn self.current_stats = result['stats_update'][0] return result['story_text'][0], result['stats_update'][0], result['options'][0] except Exception as e: if attempt < max_retries - 1: time.sleep(2) # Wait before retrying else: # Use fallback response if all retries fail fallback = fallback_response(action, self.turn_number) return get_story(fallback), get_stats_update(fallback), get_options(fallback) except Exception as e: # Use fallback if something fails fallback = fallback_response(action, self.turn_number) return get_story(fallback), get_stats_update(fallback), get_options(fallback) def create_interface(): game = RPGGame() # Custom CSS for improved visuals custom_css = """ .container { max-width: 1200px; margin: 0 auto; } .title-container { background: linear-gradient(135deg, #6e48aa 0%, #9c27b0 100%); color: white; padding: 20px; border-radius: 15px; margin-bottom: 20px; text-align: center; box-shadow: 0 4px 15px rgba(0,0,0,0.2); } .story-container { background: #f8f9fa; border-left: 5px solid #9c27b0; padding: 15px; border-radius: 10px; box-shadow: 0 2px 10px rgba(0,0,0,0.1); margin-bottom: 20px; font-family: 'Roboto', sans-serif; } .stats-container { background: #e8f5e9; border-left: 5px solid #4caf50; padding: 15px; border-radius: 10px; box-shadow: 0 2px 10px rgba(0,0,0,0.1); margin-bottom: 20px; } .options-container { background: #e3f2fd; border-left: 5px solid #2196f3; padding: 15px; border-radius: 10px; box-shadow: 0 2px 10px rgba(0,0,0,0.1); margin-bottom: 20px; } .action-button { background: linear-gradient(135deg, #6e48aa 0%, #9c27b0 100%); color: white; border: none; padding: 10px 20px; border-radius: 5px; cursor: pointer; transition: all 0.3s ease; } .action-button:hover { transform: translateY(-2px); box-shadow: 0 4px 10px rgba(0,0,0,0.2); } .history-container { background: #fff8e1; border-left: 5px solid #ffc107; padding: 15px; border-radius: 10px; box-shadow: 0 2px 10px rgba(0,0,0,0.1); margin-top: 20px; } """ with gr.Blocks(css=custom_css, theme=gr.themes.Soft()) as demo: gr.HTML( """
An immersive roleplaying experience powered by Pixeltable and OpenAI!
Create your own character and embark on an adventure in a world of your chosen genre. Your choices shape the story!