semantrix / app.py
Javierss
Add word check and change ln to log10
f60623c
# """
# 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
# 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"
# Loading the configuration file
with open(config_file_path, "r") as file:
Config_full = json.load(file)
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="SentenceTransformer")
# 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(difficulty, lang, model):
global Config, game, Menu # Declare global variables to modify them within the function
# Determine the language based on the input parameter
language = 1 if lang == "English" else 0
# Initialize the game object based on the selected model
if model == "Word2Vec":
game = Semantrix(language, "word2vec") # Use Word2Vec model
else:
game = Semantrix(
language, "SentenceTransformer"
) # Use Sentence Transformers model
# Set the configuration and menu based on the selected language
if language == 1:
Config = Config_full["ENG"]["Game"]
Menu = Config_full["ENG"]["Menu"]
else:
Config = Config_full["SPA"]["Game"]
Menu = Config_full["SPA"]["Menu"]
# Prepare the game with the selected difficulty level
game.prepare_game(difficulty)
# 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>
"""
),
]
# 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
# Define the difficulty state
dif_state = 4
# 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),
]
)
# 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"]], 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),
]
)
# 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),
]
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),
]
)
# 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["Next"], visible=False),
gr.Radio(
[Menu["Easy"], Menu["Normal"], Menu["Hard"], Menu["Expert"]],
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),
]
)
# Define UI components for the difficulty state + 1, prepare the game based on the selected difficulty level, and start the game
elif state_int == dif_state + 1:
if radio == Menu["Easy"]:
difficulty = 1
elif radio == Menu["Normal"]:
difficulty = 2
elif radio == Menu["Hard"]:
difficulty = 3
else:
difficulty = 4
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),
]
)
# 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 + 2:
game.prepare_game(difficulty)
output.extend(
[
gr.Button(Menu["Send"], visible=True, variant="primary"),
gr.Radio(label="", visible=False),
gr.Textbox(visible=False, label=""),
gr.Button(visible=True, 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),
]
)
# 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 + 2:
# 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"], visible=True),
gr.Markdown(visible=False),
]
)
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),
]
)
# 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),
]
)
# Return the output components
return output
# 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)
# Define the settings components for the game
with gr.Accordion("Configuración/Settings", open=False):
with gr.Row():
# Dropdown to select the model engine for the game
model = (
gr.Dropdown(
["Sentence Transformers", "Word2Vec"],
value="Sentence Transformers",
label="Embedding Model",
),
)
# Dropdown to select the language for the game
lang = (
gr.Dropdown(
["Español", "English"], value="Español", label="Idioma/Language"
),
)
# 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])
# Define events that trigger the game reset
reload.click(
reset,
inputs=[difficulty, lang[0], model[0]],
outputs=[state, out, inp, img, but, radio, hint_out, reload, header],
)
demo.load(
reset,
inputs=[difficulty, lang[0], model[0]],
outputs=[state, out, inp, img, but, radio, hint_out, reload, header],
)
lang[0].select(
reset,
inputs=[difficulty, lang[0], model[0]],
outputs=[state, out, inp, img, but, radio, hint_out, reload, header],
)
model[0].select(
reset,
inputs=[difficulty, lang[0], model[0]],
outputs=[state, out, inp, img, but, radio, hint_out, reload, header],
)
# 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],
)
if __name__ == "__main__":
demo.launch()