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# """ | |
# This module defines a Gradio-based web application for the Semantrix game. The application allows users to play the game in either Spanish or English, using different embedding models for word similarity. | |
# Modules: | |
# gradio: Used for creating the web interface. | |
# json: Used for loading configuration files. | |
# game: Contains the Semantrix class for game logic. | |
# File Paths: | |
# config_file_path: Path to the configuration file. | |
# logo_path: Path to the logo image. | |
# logo_win_path: Path to the winning logo image. | |
# Functions: | |
# convert_to_markdown_centered(text): | |
# Converts text to a centered markdown format for displaying game history and last attempt. | |
# reset(difficulty, lang, model): | |
# Resets the game state based on the selected difficulty, language, and model. | |
# change(state, inp): | |
# Changes the game state by incrementing the state variable. | |
# update(state, radio, inp, hint): | |
# Updates the game state and UI components based on the current state and user inputs. | |
# Gradio Components: | |
# demo: The main Gradio Blocks component that contains the entire UI layout. | |
# header: A Markdown component for displaying the game header. | |
# state: A State component for tracking the current game state. | |
# difficulty: A State component for tracking the difficulty level. | |
# hint: A State component for tracking if a hint is provided. | |
# img: An Image component for displaying the game logo. | |
# ranking: A Markdown component for displaying the ranking. | |
# out: A Textbox component for displaying game messages. | |
# hint_out: A Textbox component for displaying hints. | |
# radio: A Radio component for user selections. | |
# inp: A Textbox component for user input. | |
# but: A Button component for several actions. | |
# give_up: A Button component for giving up. | |
# reload: A Button component for reloading the game. | |
# model: A Dropdown component for selecting the embedding model. | |
# lang: A Dropdown component for selecting the language. | |
# Events: | |
# inp.submit: Triggers the change function on input submission. | |
# but.click: Triggers the change function on button click. | |
# give_up.click: Triggers the change function on give up button click. | |
# radio.input: Triggers the change function on radio input. | |
# reload.click: Triggers the reset function on reload button click. | |
# demo.load: Triggers the reset function on demo load. | |
# lang[0].select: Triggers the reset function on language selection. | |
# model[0].select: Triggers the reset function on model selection. | |
# state.change: Triggers the update function on state change. | |
# Main: | |
# Launches the Gradio application if the script is run as the main module. | |
# """ | |
import gradio as gr | |
import json | |
from game import Semantrix | |
from huggingface_hub import CommitScheduler | |
import os | |
# File paths for configuration and images | |
config_file_path = "config/lang.json" | |
logo_path = "config/images/logo.png" | |
logo_win_path = "config/images/logo_win.gif" | |
condition_config_path = "config/condition.json" | |
data_path = "data/plays" | |
condition_name = "condition_2" | |
# Dynamically determine the condition name based on the folder name | |
# folder_name = os.path.basename(os.path.dirname(os.path.abspath(__file__))) | |
# condition = folder_name.split("_")[-1][-1] | |
# condition_name = "condition_" + condition | |
lang = "Español" # Default language | |
with open(condition_config_path, "r") as file: | |
condition_config = json.load(file) | |
model = condition_config[condition_name]["model"] | |
hints_enabled = condition_config[condition_name]["hints"] | |
# Loading the configuration file | |
with open(config_file_path, "r") as file: | |
Config_full = json.load(file) | |
scheduler = CommitScheduler( | |
repo_id="Jsevisal/semantrix_data_" + condition_name[-1], | |
repo_type="dataset", | |
folder_path=data_path + "/data", | |
path_in_repo="data", | |
every=10, | |
) | |
lang_conf = 0 # Language configuration flag (0 for Spanish, 1 for English) | |
# Setting the configuration based on the language flag | |
if lang_conf == 1: | |
Config = Config_full["ENG"]["Game"] | |
Menu = Config_full["ENG"]["Menu"] | |
else: | |
Config = Config_full["SPA"]["Game"] | |
Menu = Config_full["SPA"]["Menu"] | |
# Function to convert text to centered markdown format | |
def convert_to_markdown_centered(text): | |
lines = text.strip().split("\n") | |
if not lines: | |
return "" | |
last_attempt = lines[0] | |
history_attempts = lines[2:12] | |
markdown = '<div align="center">\n\n' | |
markdown += "## " + Menu["Best_tries"] + "\n" | |
markdown += "<table>\n" | |
markdown += " <tr>\n" | |
markdown += " <th>" + Menu["N_try"] + "</th>\n" | |
markdown += " <th>" + Menu["Word"] + "</th>\n" | |
markdown += " <th>" + Menu["Score"] + "</th>\n" | |
markdown += " </tr>\n" | |
for line in history_attempts: | |
items = eval(line.strip()) | |
markdown += " <tr>\n" | |
markdown += f" <td><strong>{items[0]}</strong></td>\n" | |
markdown += f" <td>{items[1]}</td>\n" | |
markdown += f" <td>{items[2]}</td>\n" | |
markdown += " </tr>\n" | |
markdown += "</table>\n\n" | |
last_items = eval(last_attempt) | |
markdown += f"## " + Menu["Last_try"] + "\n" | |
markdown += ( | |
f"**{last_items[0]}:** {last_items[1]} - " | |
+ Menu["Score"] | |
+ f": {last_items[2]}\n\n" | |
) | |
markdown += "---\n\n" | |
markdown += "</div>" | |
return markdown | |
# | |
with gr.Blocks() as demo: | |
# Initializing state variables to manage the internal state of the application | |
state = gr.State(-1) # State variable to track the current game state | |
difficulty = gr.State(-1) # State variable to track the difficulty level | |
hint = gr.State(False) # State variable to track if the hint is provided | |
# Initializing the game using the Semantrix class with default parameters | |
game = Semantrix(lang=0, model_type=model) | |
# Creating a Markdown component to display the header | |
header = gr.Markdown( | |
""" | |
<p style="text-align:center"> """ | |
+ Menu["Header"] | |
+ """ </p> | |
""" | |
) | |
# Function to reset the game | |
def reset(reload): | |
global Config, game, Menu, model, lang # Declare global variables to modify them within the function | |
if reload: | |
game.reset_game() # Reset the game state | |
# Define the initial output components for the UI | |
output = [ | |
-1, | |
gr.Textbox(visible=False), | |
gr.Textbox(visible=False), | |
gr.Image(logo_path, visible=True, interactive=False), | |
gr.Button(Menu["Start"], visible=True, variant="secondary"), | |
gr.Radio(visible=False), | |
gr.Textbox(visible=False), | |
gr.Button(visible=False), | |
gr.Markdown( | |
""" | |
<p style="text-align:center"> """ | |
+ Menu["Header"] | |
+ """ </p> | |
""" | |
), | |
gr.Button(visible=False), | |
] | |
# Return the initial output components | |
return output | |
# Function to change the state of the game | |
def change(state, inp): | |
# Increment the state by 1 | |
state = state + 1 | |
# Return the updated state and input component | |
return [state, inp] | |
# Function to update the game state based on the current state of the game | |
def update(state, radio, inp, hint): | |
global difficulty, hints_enabled | |
# Define the difficulty state | |
dif_state = 3 | |
# Initialize the output component list with the current state | |
output = [state] | |
state_int = state | |
# Define UI components for the initial state | |
if state_int == -1: | |
output.extend( | |
[ | |
gr.Button(Menu["Start"], visible=True), | |
gr.Radio(label="", visible=False), | |
gr.Textbox( | |
Config[list(Config.keys())[state_int]], visible=False, label="" | |
), | |
gr.Button(Menu["Give_up"], visible=False), | |
gr.Textbox(visible=False), | |
gr.Image(interactive=False, visible=True), | |
gr.Textbox(visible=False), | |
gr.Button(visible=False), | |
gr.Markdown(visible=False), | |
gr.Button(visible=False), | |
] | |
) | |
# Define UI components for the first state, ask the user if they want to know the rules | |
elif state_int == 1: | |
output.extend( | |
[ | |
gr.Button(visible=False), | |
gr.Radio( | |
[Menu["Yes"], Menu["No"]], value=None, label="", visible=True | |
), | |
gr.Textbox( | |
Config[list(Config.keys())[state_int]], visible=True, label="" | |
), | |
gr.Button(Menu["Give_up"], visible=False), | |
gr.Textbox(visible=False), | |
gr.Image(interactive=False, visible=False), | |
gr.Textbox(visible=False), | |
gr.Button(visible=False), | |
gr.Markdown(visible=False), | |
gr.Button(visible=False), | |
] | |
) | |
# Define UI components for the second state, Depending on the answer, show the rules or keep going | |
elif state_int == 2: | |
if radio == Menu["No"]: | |
output = [ | |
dif_state, | |
gr.Button("Introducir", visible=True), | |
gr.Radio(visible=False), | |
gr.Textbox( | |
Config[list(Config.keys())[state_int]], visible=True, label="" | |
), | |
gr.Button(Menu["Give_up"], visible=False), | |
gr.Textbox(visible=False), | |
gr.Image(interactive=False, visible=False), | |
gr.Textbox(visible=False), | |
gr.Button(visible=False), | |
gr.Markdown(visible=False), | |
gr.Button(visible=False), | |
] | |
else: | |
output.extend( | |
[ | |
gr.Button(Menu["Next"], visible=True), | |
gr.Radio(visible=False), | |
gr.Textbox( | |
Config[list(Config.keys())[state_int]], | |
visible=True, | |
label="", | |
), | |
gr.Button(Menu["Give_up"], visible=False), | |
gr.Textbox(visible=False), | |
gr.Image(interactive=False, visible=False), | |
gr.Textbox(visible=False), | |
gr.Button(visible=False), | |
gr.Markdown(visible=False), | |
gr.Button(visible=False), | |
] | |
) | |
# Define UI components for the difficulty state, ask the user to select the difficulty level | |
elif state_int == dif_state: | |
output.extend( | |
[ | |
gr.Button(Menu["Start"], visible=True, variant="primary"), | |
gr.Radio(visible=False), | |
gr.Textbox( | |
Config[list(Config.keys())[state_int]], visible=True, label="" | |
), | |
gr.Button(Menu["Give_up"], visible=False), | |
gr.Textbox(visible=False), | |
gr.Image(interactive=False, visible=False), | |
gr.Textbox(visible=False), | |
gr.Button(visible=False), | |
gr.Markdown(visible=False), | |
gr.Button(visible=False), | |
] | |
) | |
# Define UI components for the difficulty state + 2, play the game based on the selected difficulty level and prepare the game for the word guessing | |
elif state_int == dif_state + 1: | |
game.prepare_game(2 if hints_enabled else 4) | |
output.extend( | |
[ | |
gr.Button(Menu["Send"], visible=True, variant="primary"), | |
gr.Radio(label="", visible=False), | |
gr.Textbox(visible=False, label=""), | |
gr.Button(visible=False, variant="stop"), | |
gr.Textbox( | |
value="", | |
visible=True, | |
autofocus=True, | |
placeholder=Menu["New_word"], | |
), | |
gr.Image(interactive=False, visible=False), | |
gr.Textbox(visible=False), | |
gr.Button(visible=False), | |
gr.Markdown(visible=False), | |
gr.Button(visible=False), | |
] | |
) | |
# Define UI components for the state greater than the difficulty state + 2, play the game and provide feedback based on the user input | |
elif state_int > dif_state + 1: | |
# Send the user input to the game and get the feedback from the game | |
feed = game.play_game(inp) | |
# Check if the feedback contains the ranking information and process it | |
feedback_trim = feed.split("[rank]") | |
if len(feedback_trim) > 1: | |
ranking_vis = True | |
ranking_md = convert_to_markdown_centered(feedback_trim[1]) | |
else: | |
ranking_vis = False | |
ranking_md = "" | |
# Check if the feedback contains a hint, win, or lose message | |
feedback = feedback_trim[0].split("[hint]") | |
win = feedback_trim[0].split("[win]") | |
lose = feedback_trim[0].split("[lose]") | |
# Check if the feedback contains a hint message | |
if len(feedback) > 1: | |
hint = True | |
hint_out = feedback[1] | |
feedback = feedback[0] | |
else: | |
hint = False | |
feedback = feedback[0] | |
# Check if the feedback contains a win or lose message and process it | |
if len(win) > 1 or len(lose) > 1: | |
# Check if the user won the game | |
won = True if len(win) > 1 else False | |
# Get the curiosity message from the game | |
curiosity = game.curiosity() | |
# Define the output components for the win or lose state | |
output.extend( | |
[ | |
gr.Button(Menu["Send"], visible=False, variant="primary"), | |
gr.Radio(label="", visible=False), | |
gr.Textbox(win[1] if won else lose[1], visible=True, label=""), | |
gr.Button(visible=False, variant="stop"), | |
gr.Textbox( | |
value="", visible=False, placeholder=Menu["New_word"] | |
), | |
gr.Image( | |
logo_win_path if won else logo_path, | |
interactive=False, | |
visible=True, | |
), | |
gr.Textbox(curiosity, visible=True, label=Menu["Curiosity"]), | |
gr.Button(Menu["Play_again"], variant="primary", visible=True), | |
gr.Markdown(visible=False), | |
gr.Button(visible=True), | |
] | |
) | |
return output | |
# Define the output components for the feedback and keep playing | |
output.extend( | |
[ | |
gr.Button(Menu["Send"], visible=True, variant="primary"), | |
gr.Radio(label="", visible=False), | |
gr.Textbox(feedback, visible=True, label=""), | |
gr.Button(visible=True, variant="stop"), | |
gr.Textbox(value="", visible=True, placeholder=Menu["New_word"]), | |
gr.Image(logo_path, interactive=False, visible=False), | |
gr.Textbox(hint_out if hint else "", visible=hint, label="Pista"), | |
gr.Button(visible=False), | |
gr.Markdown(ranking_md, visible=ranking_vis), | |
gr.Button(visible=False), | |
] | |
) | |
# Define UI components for the rest of the states, state for showing basic text to the user | |
else: | |
output.extend( | |
[ | |
gr.Button(Menu["Next"], visible=True), | |
gr.Radio(label="", visible=False), | |
gr.Textbox( | |
Config[list(Config.keys())[state_int]], visible=True, label="" | |
), | |
gr.Button("Pista", visible=False), | |
gr.Textbox(visible=False), | |
gr.Image(interactive=False, visible=False), | |
gr.Textbox(visible=False), | |
gr.Button(visible=False), | |
gr.Markdown(visible=False), | |
gr.Button(visible=False), | |
] | |
) | |
# Return the output components | |
return output | |
def commit_data(): | |
session_id = game.get_session_id() | |
session_files = [f for f in os.listdir(data_path) if f.startswith(session_id)] | |
combined_data = [] | |
for file_name in session_files: | |
with open(os.path.join(data_path, file_name), "r") as file: | |
combined_data.append(json.load(file)) | |
combined_file_path = os.path.join(data_path + "/data", f"{session_id}.json") | |
with open(combined_file_path, "w") as combined_file: | |
json.dump(combined_data, combined_file, indent=4) | |
scheduler.push_to_hub() | |
return [ | |
gr.Button(visible=False), | |
gr.Textbox(visible=False), | |
gr.Textbox(visible=False), | |
gr.Button( | |
"Rellenar cuestionario", | |
variant="primary", | |
link="https://docs.google.com/forms/d/e/1FAIpQLSdGkCMsjk4r5Zvm1hZuebbPRK5LVc_aivbb8e9WrblX_yTHvg/viewform?usp=pp_url&entry.1459162177=" | |
+ session_id, | |
visible=True, | |
), | |
] | |
# Define the UI layout for the gam | |
img = gr.Image(logo_path, height=430, interactive=False, visible=True) | |
ranking = gr.Markdown(visible=False) | |
with gr.Row(): | |
out = gr.Textbox(visible=False, placeholder=Config[list(Config.keys())[0]]) | |
hint_out = gr.Textbox(visible=False) | |
radio = gr.Radio(visible=False) | |
with gr.Row(): | |
inp = gr.Textbox(visible=False, interactive=True, label="") | |
but = gr.Button(Menu["Start"]) | |
give_up = gr.Button("Pista", visible=False) | |
reload = gr.Button(Menu["Play_again"], visible=False) | |
finish = gr.Button( | |
"Terminar", | |
variant="stop", | |
# link="https://docs.google.com/forms/d/e/1FAIpQLSd0z8nI4hhOSR83yPIw_bR3KkSt25Lsq0ZXG1pZnkldeoceqA/viewform?usp=pp_url&entry.327829192=Condici%C3%B3n+0", | |
visible=False, | |
) | |
# Define the UI events for the game | |
# Define events that trigger the game state change | |
inp.submit(change, inputs=[state, inp], outputs=[state, inp]) | |
but.click(change, inputs=[state, inp], outputs=[state, inp]) | |
give_up.click( | |
change, | |
inputs=[ | |
state, | |
gr.Textbox("give_up", visible=False, interactive=True, label=""), | |
], | |
outputs=[state, inp], | |
) | |
radio.input(change, inputs=[state, inp], outputs=[state, inp]) | |
finish.click( | |
commit_data, outputs=[reload, out, hint_out, finish] | |
) # Define events that trigger the game reset | |
reload.click( | |
reset, | |
inputs=[gr.State(False)], | |
outputs=[state, out, inp, img, but, radio, hint_out, reload, header, finish], | |
) | |
demo.load( | |
reset, | |
inputs=[gr.State(True)], | |
outputs=[state, out, inp, img, but, radio, hint_out, reload, header, finish], | |
) | |
# Define events that trigger the game state update | |
state.change( | |
update, | |
inputs=[state, radio, inp, hint], | |
outputs=[ | |
state, | |
but, | |
radio, | |
out, | |
give_up, | |
inp, | |
img, | |
hint_out, | |
reload, | |
ranking, | |
finish, | |
], | |
) | |
if __name__ == "__main__": | |
demo.launch() | |