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212 lines
8.8 KiB
212 lines
8.8 KiB
from __future__ import annotations
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import logging
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from app.models.world import WorldBlueprint, Location, TimeConfig
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from app.services.llm import LLMClient, parse_json
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from app.services.i18n import language_directive
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logger = logging.getLogger(__name__)
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SYSTEM_PROMPT = """You are a world-builder for MiroSociety, an AI simulation engine that simulates both societies and markets.
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Given the user's input, design a world that will be interesting to simulate. Your job is to create CONFLICT POTENTIAL — the world should have built-in tensions that produce surprising emergent behavior.
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The input may describe:
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- A SOCIETY with rules (e.g. "A town where lying is impossible")
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- A MARKET/PRODUCT scenario (e.g. "Tesla changes its logo to appeal to mainstream buyers")
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- A mix of both
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For MARKET scenarios, think of the market as a society:
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- Resources include: money, influence, satisfaction, information, loyalty_points
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- Rules are market dynamics: brand positioning, pricing norms, customer expectations, competitive landscape
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- Tensions are market conflicts: brand identity vs mass appeal, loyalty vs value, innovation vs familiarity
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Generate a JSON world blueprint with these exact fields:
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{
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"name": "Evocative Name (2-3 words)",
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"description": "One sentence capturing the essence of this world",
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"rules": ["Rule/dynamic 1 as stated clearly", "Rule/dynamic 2", "..."],
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"resources": ["resource1", "resource2", "influence", "knowledge"],
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"initial_tensions": ["Tension 1: who benefits vs who suffers", "Tension 2: what conflicts exist"],
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"time_config": {
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"total_days": <duration>,
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"rounds_per_day": 3,
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"active_agents_per_round_min": 3,
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"active_agents_per_round_max": <about 40% of population>
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}
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}
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Rules for world-building:
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- Always include "influence" and "knowledge" in resources. Add 2-4 others relevant to the scenario.
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- For market worlds, also include "money" and "satisfaction" as resources.
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- Generate 2-4 initial tensions. For societies: who benefits from these rules? Who suffers? For markets: who wins and loses from this change? What identities are threatened?
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- The name should be evocative and memorable, not generic.
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Return ONLY valid JSON. No markdown, no explanation."""
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class WorldGenerator:
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def __init__(self, llm: LLMClient, locale: str = "en"):
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self.llm = llm
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self._locale = locale
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def set_locale(self, locale: str) -> None:
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self._locale = locale
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async def generate(
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self, rules_text: str, population: int = 25, duration_days: int = 365,
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proposed_change: str | None = None,
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) -> WorldBlueprint:
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is_market = proposed_change is not None
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head, tail = language_directive(self._locale)
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system = head + "\n\n" + SYSTEM_PROMPT + "\n\n" + tail
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user_prompt = f"""Create a simulation world based on this context:
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"{rules_text}"
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Population: {population} citizens
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Simulation duration: {duration_days} days
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active_agents_per_round_max should be about {max(3, int(population * 0.4))}"""
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if proposed_change:
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user_prompt += f'\n\nPROPOSED CHANGE being introduced into this world:\n"{proposed_change}"'
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response = await self.llm.generate(
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system=system,
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user=user_prompt,
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json_mode=True,
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max_tokens=3000,
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)
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data = parse_json(response)
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if not data:
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logger.error("World generation produced empty result, using fallback")
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return self._fallback_blueprint(rules_text, population, duration_days, proposed_change)
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# Some LLMs occasionally return a list (e.g. citizens array) instead of
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# a blueprint object. Wrap it defensively so the rest of the code keeps
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# working.
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if isinstance(data, list):
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logger.warning("World blueprint came back as a list, treating as fallback")
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return self._fallback_blueprint(rules_text, population, duration_days, proposed_change)
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try:
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locations = self._default_locations(self._locale)
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tc = data.get("time_config", {})
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time_config = TimeConfig(
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total_days=tc.get("total_days", duration_days),
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rounds_per_day=tc.get("rounds_per_day", 3),
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active_agents_per_round_min=tc.get("active_agents_per_round_min", 3),
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active_agents_per_round_max=tc.get("active_agents_per_round_max", max(3, int(population * 0.4))),
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)
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resources = data.get("resources", ["food", "goods", "influence", "knowledge"])
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if "influence" not in resources:
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resources.append("influence")
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if "knowledge" not in resources:
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resources.append("knowledge")
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if is_market:
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for r in ["money", "satisfaction"]:
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if r not in resources:
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resources.append(r)
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# The LLM may still return English names when the user picked a
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# Chinese locale — fall back to localized defaults if its output
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# doesn't look like Chinese.
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name = data.get("name", "")
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description = data.get("description", "")
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if self._locale == "zh":
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name = self._ensure_zh(name, fallback="无名之邦")
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description = self._ensure_zh(description, fallback=f"一个这样的社会:{rules_text[:80]}")
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fallback_rule = f"一个这样的社会:{rules_text[:80]}"
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rules_list = [self._ensure_zh(r, fallback=fallback_rule) for r in data.get("rules", [rules_text])]
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else:
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rules_list = data.get("rules", [rules_text])
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return WorldBlueprint(
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name=name or "Unnamed Society",
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description=description or f"A society where: {rules_text[:100]}",
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rules=rules_list,
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locations=locations,
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resources=resources,
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initial_tensions=data.get("initial_tensions", ["Order vs Freedom", "Individual vs Collective"]),
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time_config=time_config,
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)
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except Exception as e:
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logger.error("Failed to parse world blueprint: %s", e)
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return self._fallback_blueprint(rules_text, population, duration_days, proposed_change)
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@staticmethod
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def _has_cjk(text: str) -> bool:
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return any("\u4e00" <= ch <= "\u9fff" for ch in text)
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def _ensure_zh(self, value: str, fallback: str) -> str:
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"""In zh locale: require CJK content, otherwise fall back.
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In any other locale: always pass through.
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"""
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if self._locale == "zh":
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if value and self._has_cjk(value):
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return value
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return fallback
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return value or fallback
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def _default_locations(self, locale: str) -> list[Location]:
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if locale == "zh":
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return [
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Location(
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id="community",
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name="公共空间",
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type="public",
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description="居民日常互动、聚集、议事的共享场所。",
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),
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]
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return [
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Location(
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id="community",
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name="Community",
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type="public",
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description="The shared social space",
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),
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]
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def _fallback_blueprint(
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self, rules_text: str, population: int, duration_days: int,
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proposed_change: str | None = None,
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) -> WorldBlueprint:
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resources = ["food", "goods", "influence", "knowledge"]
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if proposed_change:
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for r in ["money", "satisfaction"]:
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if r not in resources:
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resources.append(r)
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if self._locale == "zh":
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return WorldBlueprint(
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name="无名之邦",
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description=f"一个这样的社会:{rules_text[:80]}",
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rules=[rules_text],
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locations=self._default_locations("zh"),
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resources=resources,
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initial_tensions=["秩序 vs 自由", "个体 vs 集体"],
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time_config=TimeConfig(
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total_days=duration_days,
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rounds_per_day=3,
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active_agents_per_round_min=3,
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active_agents_per_round_max=max(3, int(population * 0.4)),
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),
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)
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return WorldBlueprint(
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name="The Settlement",
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description=f"A society where: {rules_text[:100]}",
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rules=[rules_text],
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locations=self._default_locations("en"),
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resources=resources,
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initial_tensions=["Order vs Freedom", "Individual vs Collective"],
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time_config=TimeConfig(
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total_days=duration_days,
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rounds_per_day=3,
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active_agents_per_round_min=3,
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active_agents_per_round_max=max(3, int(population * 0.4)),
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),
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) |