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powers2.py
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powers2.py
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"""
DONE
* Synthesize DAGs that represent abilities from a set of components
* Graph generation is pretty well-optimized
* We canonically hash power graphs to ensure uniqueness
TODO:
* More sources
* All enemies
* More combinators
* Path boomerang (augment?)
* Direction to path
* Seeking projectile (augment?)
* More payoffs
* Displaces (pull, push)
* %life damage (augment?)
* More status effects
* Visibility
* Generate consistent sets of abilities
* Elemental palettes
* Restrictions on output graphs
* Per node restrictions like
* Unique in entire graph
* Unique in any path
(right now we force single-uniqueness)
* Cross-ability interaction
* E.g. hitting chills enemies, hitting chilled enemies freezes them
* Probably easier to build into palettes and damage types
* Still need to theoretically support, though
* Complexity metric?
* Possibly use what I'm currently calling "augments" - after generating simple
core graphs, add slightly complicating behavior that DOES NOT CHANGE the graph
* This would also be a good way to add stuff like delays and damage modifiers
* Also a good way to add cross-ability interaction
* e.g. Condition x EntityId -> stronger condition output
* Damage modifiers
* Lifesteal
* Increased-damage-if-previously-hit
* True damage
"""
import os
import logging
import sys
import itertools
import xxhash
import random
from collections import namedtuple, defaultdict
from Queue import Queue
import networkx as nx
from networkx.drawing.nx_pydot import write_dot
from multiset import FrozenMultiset
# Config vars
OUTPUT_IMAGES = True
MAX_GAME_EFFECTS_PER_POWER = 3
MAX_INTERMEDIATE_UNBOUND_VARS = 4
N_POWERS_TO_GENERATE = 20
# UTILITIES
def memoize(f):
c = {}
def g(x):
if x not in c:
c[x] = f(x)
return c[x]
return g
def powerset(iterable):
"powerset([1,2,3]) --> () (1,) (2,) (3,) (1,2) (1,3) (2,3) (1,2,3)"
s = list(iterable)
return itertools.chain.from_iterable(
itertools.combinations(
s, r) for r in range(
len(s) + 1))
class TypedValue(object):
def __init__(self, typ, description):
self.type = typ
self.description = description
self.source = None # will be set in Node constructor
# self.destination = None # will be set, uh, eventually?
def __repr__(self):
return 'TypedValue(type={0}, value={1})'.format(
self.type, self.description)
PossiblyRepeatedInputKey = namedtuple("PossiblyRepeatedInputKey", "null")
InputKey = namedtuple("InputKey", "null")
Position = namedtuple("Position", "x y")
SimplePath = namedtuple("SimplePath", "points")
Direction = namedtuple("Direction", "dx dy")
EntityId = namedtuple("EntityId", "null")
EnemyEntityId = namedtuple("EnemyEntityId", "null")
Projectile = namedtuple("Projectile", "null")
Damage = namedtuple("Damage", "quant")
Condition = namedtuple("Condition", "null")
GameEffect = namedtuple("GameEffect", "null")
Area = type("Area", (), {})
Bool = type("Bool", (), {})
LOGGER = logging.getLogger("foo")
CHANNEL = logging.StreamHandler(sys.stdout)
FORMATTER = logging.Formatter(
'%(levelname)s - %(module)s.py:%(lineno)d - %(message)s')
CHANNEL.setFormatter(FORMATTER)
LOGGER.addHandler(CHANNEL)
class Node(object):
INTYPES = None # [type]
OUTTYPES = None # [type]
FORMATSTRINGS = None # [String]
def __init__(self, *args):
assert(all(isinstance(arg, TypedValue)) for arg in args)
if len(args) != len(self.INTYPES):
LOGGER.warning("Node constructor %s expected %d args of type %s, got %d: %s", self.__class__.__name__, len(
self.INTYPES), [i.__name__ for i in self.INTYPES], len(args), str([arg.type.__name__ for arg in args]))
for typedvalue, typ in zip(args, self.INTYPES):
assert(typedvalue.type == typ)
self.args = args
self.out = tuple(TypedValue(t, "uninitialized") for t in self.OUTTYPES)
for out in self.out:
out.source = self
def bake(self):
argdescriptions = [arg.description for arg in self.args]
for out, formatstring in zip(self.out, self.FORMATSTRINGS):
out.description = formatstring.format(*argdescriptions)
def values(self):
return [var.description for var in self.out]
def create_node_type(
nodename,
intypes,
outtypes,
formatstrings,
optionalintypes=[]):
for i, opttypesubset in enumerate(powerset(optionalintypes)):
actualnodename = nodename + (str(i) if optionalintypes else "")
typ = type(actualnodename,
(Node,
),
{"INTYPES": tuple(intypes) + opttypesubset,
"OUTTYPES": tuple(outtypes),
"FORMATSTRINGS": formatstrings,
})
globals()[actualnodename] = typ
yield typ
# TODO: remove all no-sources, replace with something that ruins the DFS less
UNIVERSALS = itertools.chain(
create_node_type(
"OwningEntity",
intypes=[],
outtypes=[EntityId],
formatstrings=["the user's character"]),
)
InKey = list(create_node_type(
"InKey",
intypes=[],
outtypes=[PossiblyRepeatedInputKey],
formatstrings=[""]))[0]
# INPUTS
ALL_NODETYPES = list(itertools.chain(
create_node_type(
"RepeatInputKey",
intypes=[PossiblyRepeatedInputKey],
outtypes=[InputKey, InputKey],
formatstrings=[""]),
create_node_type(
"SingleInputKey",
intypes=[PossiblyRepeatedInputKey],
outtypes=[InputKey],
formatstrings=[""]),
create_node_type(
"InputClickPosition",
intypes=[InputKey],
outtypes=[Position],
formatstrings=[""]),
create_node_type(
"InputClickDirection",
intypes=[InputKey],
outtypes=[Direction],
formatstrings=["the direction of the user's click"]),
create_node_type(
"InputPerpendicularLine",
intypes=[InputKey],
outtypes=[
SimplePath],
formatstrings=["a line perpendicular to the player"]),
create_node_type(
"InputClickDragReleaseDirection",
intypes=[InputKey],
outtypes=[Position, Direction],
formatstrings=[
"where the user clicked",
"where the mouse moved before releasing"]),
create_node_type(
"InputUnitTargetEnemy",
intypes=[InputKey],
outtypes=[EnemyEntityId],
formatstrings=["the clicked enemy",
]),
create_node_type(
"InputToggle",
intypes=[PossiblyRepeatedInputKey], # don't want a one-two punch that uses a toggle
outtypes=[Bool],
formatstrings=["a toggle is held"]),
# Converters
# Currently disabled because it forms an infinite loop
#create_node_type(
# "HomingProjectileEntity",
# intypes=[EnemyEntityId],
# outtypes=[Projectile],
# formatstrings=["a projectile that homes towards {0}"]),
create_node_type(
"DumbProjectile",
intypes=[SimplePath],
outtypes=[Projectile],
formatstrings=["a projectile that travels along {0}"]),
create_node_type(
"ProjectilePassthrough",
intypes=[Projectile],
outtypes=[EnemyEntityId],
formatstrings=["all enemies hit by {0}"]),
create_node_type(
"ProjectileCollideFirst",
intypes=[Projectile],
outtypes=[EnemyEntityId],
formatstrings=["the first enemy hit by {0}"]),
create_node_type(
"ProjectileCollideFirstTwo",
intypes=[Projectile],
outtypes=[EnemyEntityId],
formatstrings=["the first two enemies hit by {0}"]),
create_node_type(
"CircleAroundPoint",
intypes=[Position],
optionalintypes=[float],
outtypes=[Area],
formatstrings=["a circle centered on {0} with radius {1}"]),
create_node_type(
"EmitRandomDirections",
intypes=[Bool],
outtypes=[Direction],
formatstrings=["random directions when {0}"]),
create_node_type(
"PositionFromEntity",
intypes=[EntityId],
outtypes=[Position],
formatstrings=["the position of {0}"]),
create_node_type(
"EntitiesInArea",
intypes=[Area],
outtypes=[EnemyEntityId],
formatstrings=["enemy entities in {0}"]),
create_node_type(
"DirectionToSimplePath",
intypes=[Position, Direction],
outtypes=[SimplePath],
formatstrings=["towards {0}"]),
create_node_type(
"PathToProjectile",
intypes=[SimplePath],
outtypes=[EnemyEntityId],
formatstrings=["enemies hit by projectiles emitted {0}"]),
create_node_type(
"CloudFollowingPath",
intypes=[SimplePath],
outtypes=[Area],
formatstrings=["a cloud that moves along {0}"]),
create_node_type(
"PulseAlongPath",
intypes=[SimplePath],
outtypes=[Position],
formatstrings=["points along {0}"]),
create_node_type(
"PathToArea",
intypes=[SimplePath],
outtypes=[Area],
formatstrings=["a static cloud covering {0}"]),
create_node_type(
"Accumulator",
intypes=[Position, InKey],
outtypes=[Position],
formatstrings=["Stores a sequence of positions for simultaneous firing {0}"]),
# GameEffects
create_node_type(
"AddDamageOnEntity",
intypes=[EnemyEntityId],
optionalintypes=[float],
outtypes=[Damage],
formatstrings=["Deal damage scaling with {1} to {0}"]),
create_node_type(
"ConditionOnEntity",
intypes=[EnemyEntityId],
optionalintypes=[float],
outtypes=[Condition],
formatstrings=["Inflict a condition on {0} with intensity {1}"]),
create_node_type(
"TeleportPlayer",
intypes=[EntityId, Position],
outtypes=[GameEffect],
formatstrings=["Teleports {0} to {1}"]),
create_node_type(
"Wall",
intypes=[SimplePath],
outtypes=[GameEffect],
formatstrings=["A wall following {0}"]),
create_node_type(
"TerminateDamage",
intypes=[Damage],
outtypes=[GameEffect],
formatstrings=["{0}"]),
create_node_type(
"TerminateCondition",
intypes=[Condition],
outtypes=[GameEffect],
formatstrings=["{0}"]),
))
"""
class DelayArea(Node):
INTYPES = [Area]
OUTTYPES = [Area]
FORMATSTRINGS = ["delayed {0}"]
class Transform(Node):
INTYPES = [Bool]
OUTTYPES = [Area, InputKey]
FORMATSTRINGS = ["transform into a {0}", "idk"]
"""
"""
class DamageLifesteal(Node):
INTYPES = [Damage]
OUTTYPES = [Damage]
FORMATSTRINGS = ["{0} with lifesteal"]
"""
# GAME EFFECTS
class PowerGraph(object):
def __init__(self, nodes):
self.nodes = nodes
def __hash__(self):
"""
Returns a deterministic 64-bit hex value. Different PowerGraph objects
representing the same structure give the same hash
"""
def canonical_node_order(nodelist):
return sorted(nodelist, key=lambda node: node.__class__.__name__)
@memoize
def hash_arg(var):
i = var.source.out.index(var)
return xxhash.xxh64(str(i) +
str(hash_node(var.source))).intdigest()
@memoize
def hash_node(node):
xxh = xxhash.xxh64(node.__class__.__name__)
for arg in node.args:
xxh.update(str(hash_arg(arg)))
return xxh.intdigest()
xxh = xxhash.xxh64()
for node in canonical_node_order(self.nodes):
xxh.update(str(hash_node(node)))
return xxh.intdigest()
"""
Generate all PowerGraph objects from a list of nodetypes using different argument ordering choices
Since a given topsorted list of nodetypes does not uniquely specify a
power if at any point there are two available variables of a given type,
this function just generates all of them, Every single combination.
For example, if TypeA is a node from () => (float, float) and TypeB is a node from (float, float) => ()
this function will yield both possible result graphs
"""
@classmethod
def from_list_of_node_types(cls, nodetypes):
def flatmap(f, l):
return [random.choice([j for i in l for j in f(i)])]
# nodes, unused vars
state = [(frozenset(), frozenset())]
for nodetype in nodetypes:
def add_nodetype(state, captured_nodetype=nodetype):
(nodes, unused_vars) = state
consumed_argsets = [((), unused_vars)]
for intype in captured_nodetype.INTYPES:
def select_one_arg(state1, captured_intype=intype):
(prev_used_vars, inner_unused_vars) = state1
for var in inner_unused_vars:
if var.type == captured_intype:
yield (prev_used_vars + (var,), inner_unused_vars - frozenset([var]))
consumed_argsets = flatmap(
select_one_arg, consumed_argsets)
for (used_vars, inner_unused_vars) in consumed_argsets:
node = captured_nodetype(*used_vars)
yield (nodes | frozenset([node]), (inner_unused_vars | frozenset(node.out)))
state = flatmap(add_nodetype, state)
return (cls(nodes) for (nodes, _) in state)
@classmethod
def all_from_list_of_node_types(cls, nodetypes):
def flatmap(func, seq):
return [j for i in seq for j in func(i)]
# nodes, unused vars
state = [(frozenset(), frozenset())]
for nodetype in nodetypes:
def add_nodetype(state, captured_nodetype=nodetype):
(nodes, unused_vars) = state
consumed_argsets = [((), unused_vars)]
for intype in captured_nodetype.INTYPES:
def select_one_arg(state1, captured_intype=intype):
(prev_used_vars, inner_unused_vars) = state1
for var in inner_unused_vars:
if var.type == captured_intype:
yield (prev_used_vars + (var,), inner_unused_vars - frozenset([var]))
consumed_argsets = flatmap(
select_one_arg, consumed_argsets)
for (used_vars, inner_unused_vars) in consumed_argsets:
node = captured_nodetype(*used_vars)
yield (nodes | frozenset([node]), (inner_unused_vars | frozenset(node.out)))
state = flatmap(add_nodetype, state)
return (cls(nodes) for (nodes, _) in state)
def description(self):
descriptions = []
for node in self.nodes:
for arg in node.out:
if arg.type == GameEffect:
descriptions.append(arg.description)
return ". ".join(descriptions)
def render_to_file(self, filename):
count = 0
digraph = nx.MultiDiGraph()
label_from_node = {}
for node in self.nodes:
name = node.__class__.__name__ + str(count)
count += 1
label_from_node[node] = name
digraph.add_node(name)
for destination_node in self.nodes:
for var in destination_node.args:
if destination_node is not var.source:
digraph.add_edge(label_from_node[var.source],
label_from_node[destination_node],
xlabel=var.type.__name__)
LOGGER.info("Writing to %s", filename)
write_dot(digraph, 'multi.dot')
os.system(
"""dot -Nshape=box -T png multi.dot > {0}""".format(filename))
os.remove("multi.dot")
class PowerGraphGenerator(object):
def __init__(self):
pass
def generate_valid_topsorted_node_dag(
self,
start_type=PossiblyRepeatedInputKey,
end_type=GameEffect,
predicate=lambda types: len(types) <= MAX_INTERMEDIATE_UNBOUND_VARS):
goalstates = set()
for n in range(MAX_GAME_EFFECTS_PER_POWER):
goalstates.add(FrozenMultiset([end_type] * n))
@memoize
def dfs(available_types):
"""Returns a list of """
def can_add_nodetype(nodetype):
required_types = FrozenMultiset(nodetype.INTYPES)
return required_types.issubset(available_types)
possible_nodetypes = filter(can_add_nodetype, ALL_NODETYPES)
random.shuffle(possible_nodetypes)
for nodetype in possible_nodetypes:
new_available_types = (available_types - FrozenMultiset(nodetype.INTYPES)
) + FrozenMultiset(nodetype.OUTTYPES)
if new_available_types in goalstates:
return [nodetype]
elif predicate(new_available_types):
suffix = dfs(new_available_types)
if suffix:
return [nodetype] + suffix
return dfs(FrozenMultiset([start_type]))
def generate_unique(self, n_unique=20, predicate=lambda pg: True):
seen_graph_hashes = set()
n_output = 0
while n_output < n_unique:
nodetypeslist = [InKey] + self.generate_valid_topsorted_node_dag()
for powergraph in PowerGraph.from_list_of_node_types(nodetypeslist):
if predicate(powergraph):
graphhash = hash(powergraph)
if graphhash not in seen_graph_hashes:
seen_graph_hashes.add(graphhash)
yield powergraph
n_output += 1
def render_all_nodetypes(filename):
digraph = nx.MultiDiGraph()
counter = defaultdict(int)
def typenodename(typ):
counter[typ] += 1
return typ.__name__ + str(counter[typ])
for nodetype in ALL_NODETYPES:
name = nodetype.__name__
digraph.add_node(name)
for intype in nodetype.INTYPES:
typename = typenodename(intype)
digraph.add_node(typename, label=intype.__name__)
digraph.add_edge(typename, name)
for outtype in nodetype.OUTTYPES:
typename = typenodename(outtype)
digraph.add_node(typename, label=outtype.__name__)
digraph.add_edge(name, typename)
LOGGER.info("Writing to %s", filename)
write_dot(digraph, 'multi.dot')
os.system(
"""dot -Nshape=box -T png multi.dot > {0}""".format(filename))
os.remove("multi.dot")
def main():
def pg_contains_node(nodetype):
def f(pg):
return any(node.__class__ == nodetype for node in pg.nodes)
return f
LOGGER.setLevel(logging.INFO)
generator = PowerGraphGenerator()
n_successful_generated = 0
render_all_nodetypes("out/all_nodetypes.png")
for powergraph in generator.generate_unique(N_POWERS_TO_GENERATE):
if OUTPUT_IMAGES:
powergraph.render_to_file(
"out/power{0}.png".format(n_successful_generated))
n_successful_generated += 1
if __name__ == "__main__":
main()