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scripts /maze_visualizer_utility.py ADDED
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1
+ #!/usr/bin/env python3
2
+ """
3
+ Maze Visualization Utility
4
+
5
+ This script provides easy-to-use functions for visualizing mazes with optimal paths
6
+ and model solutions. Supports multiple visualization modes:
7
+ - Empty maze (just structure)
8
+ - Optimal path only
9
+ - Model path only
10
+ - Side-by-side comparison
11
+
12
+ Usage Examples:
13
+ # Side-by-side comparison (default)
14
+ python maze_visualizer_utility.py --maze_id 91 --result_file results/.../91_run3.json
15
+
16
+ # Individual plots
17
+ python maze_visualizer_utility.py --maze_id 91 --mode empty
18
+ python maze_visualizer_utility.py --maze_id 91 --mode optimal
19
+ python maze_visualizer_utility.py --maze_id 91 --result_file results/.../91_run3.json --mode model
20
+ """
21
+
22
+ import sys
23
+ import os
24
+ sys.path.append(os.path.join(os.path.dirname(__file__), '..'))
25
+ sys.path.append(os.path.join(os.path.dirname(__file__), '..', 'core'))
26
+
27
+ import json
28
+ import ast
29
+ import argparse
30
+ from pathlib import Path
31
+
32
+ from core.maze_loader import MazeLoader
33
+ from plot import pretty_plot_maze
34
+
35
+
36
+ def load_maze_data(maze_id, data_dir="data/emnlp/maze_40_40_2_True"):
37
+ """Load maze data from pickle file."""
38
+ maze_file = os.path.join(data_dir, f"{maze_id}.pkl")
39
+ if not os.path.exists(maze_file):
40
+ raise FileNotFoundError(f"Maze file not found: {maze_file}")
41
+
42
+ loader = MazeLoader(maze_file, removed_key_count=0)
43
+ return loader, maze_file
44
+
45
+
46
+ def get_optimal_solution_room_names(loader):
47
+ """Get optimal solution in room name format (the correct format for plot.py)."""
48
+ return loader.solution_with_room_names
49
+
50
+
51
+ def load_model_solution_from_json(json_file):
52
+ """Load model solution from JSON result file (already in room name format)."""
53
+ with open(json_file, 'r') as f:
54
+ result_data = json.load(f)
55
+
56
+ solution_str = result_data['response']
57
+ solution_list = ast.literal_eval(solution_str)
58
+
59
+ return solution_list, result_data
60
+
61
+
62
+ def visualize_maze(maze_id, result_file=None, output_path=None, mode="comparison", data_dir="data/emnlp/maze_40_40_2_True"):
63
+ """
64
+ Main visualization function with support for different modes.
65
+
66
+ Args:
67
+ maze_id: ID of the maze (e.g., '91')
68
+ result_file: Path to JSON result file with model solution
69
+ output_path: Where to save the visualization (auto-generated if None)
70
+ mode: Visualization mode ("comparison", "empty", "optimal", "model")
71
+ data_dir: Directory containing maze .pkl files
72
+ """
73
+ print(f"Loading maze {maze_id}...")
74
+ loader, maze_file = load_maze_data(maze_id, data_dir)
75
+
76
+ print(f"Getting optimal solution...")
77
+ optimal_solution = get_optimal_solution_room_names(loader)
78
+
79
+ model_solution = None
80
+ model_info = "optimal_only"
81
+
82
+ if result_file and mode in ["comparison", "model"]:
83
+ print(f"Loading model solution from {result_file}...")
84
+ model_solution, result_data = load_model_solution_from_json(result_file)
85
+
86
+ provider = result_data.get('provider', 'unknown')
87
+ model_name = result_data.get('model_name', 'unknown')
88
+ model_info = f"{provider}_{model_name}"
89
+
90
+ # Generate output path if not provided
91
+ if output_path is None:
92
+ if mode == "empty":
93
+ output_path = f"maze_{maze_id}_empty.png"
94
+ elif mode == "optimal":
95
+ output_path = f"maze_{maze_id}_optimal.png"
96
+ elif mode == "model":
97
+ output_path = f"maze_{maze_id}_model_{model_info}.png"
98
+ else: # comparison
99
+ output_path = f"maze_{maze_id}_comparison_{model_info}.png"
100
+
101
+ print(f"Creating {mode} visualization...")
102
+ print(f" • Maze: {maze_id}")
103
+ print(f" • Mode: {mode}")
104
+ print(f" • Start: {loader.data['start_room']} ({loader.room_name[loader.data['start_room']]})")
105
+ print(f" • End: {loader.data['end_room']} ({loader.room_name[loader.data['end_room']]})")
106
+
107
+ if mode in ["comparison", "optimal"]:
108
+ print(f" • Optimal steps: {len(optimal_solution)}")
109
+ if mode in ["comparison", "model"] and model_solution:
110
+ print(f" • Model steps: {len(model_solution)}")
111
+
112
+ pretty_plot_maze(
113
+ loader,
114
+ save_path=output_path,
115
+ model_solution=model_solution,
116
+ ground_truth_solution=optimal_solution,
117
+ mode=mode
118
+ )
119
+
120
+ print(f"Visualization saved: {output_path}")
121
+ return output_path
122
+
123
+
124
+ # Convenience functions for each mode
125
+ def plot_empty_maze(maze_id, output_path=None, data_dir="data/emnlp/maze_40_40_2_True"):
126
+ """Plot just the maze structure without any paths."""
127
+ return visualize_maze(maze_id, mode="empty", output_path=output_path, data_dir=data_dir)
128
+
129
+
130
+ def plot_optimal_path(maze_id, output_path=None, data_dir="data/emnlp/maze_40_40_2_True"):
131
+ """Plot maze with optimal path only."""
132
+ return visualize_maze(maze_id, mode="optimal", output_path=output_path, data_dir=data_dir)
133
+
134
+
135
+ def plot_model_path(maze_id, result_file, output_path=None, data_dir="data/emnlp/maze_40_40_2_True"):
136
+ """Plot maze with model path only."""
137
+ return visualize_maze(maze_id, result_file=result_file, mode="model", output_path=output_path, data_dir=data_dir)
138
+
139
+
140
+ def plot_comparison(maze_id, result_file, output_path=None, data_dir="data/emnlp/maze_40_40_2_True"):
141
+ """Plot side-by-side comparison of optimal vs model paths."""
142
+ return visualize_maze(maze_id, result_file=result_file, mode="comparison", output_path=output_path, data_dir=data_dir)
143
+
144
+
145
+ def main():
146
+ parser = argparse.ArgumentParser(description="Visualize maze solutions with different modes")
147
+ parser.add_argument("--maze_id", required=True, help="Maze ID (e.g., '91')")
148
+ parser.add_argument("--result_file", help="Path to JSON result file")
149
+ parser.add_argument("--output_path", help="Output path for visualization")
150
+ parser.add_argument("--mode", default="comparison",
151
+ choices=["comparison", "empty", "optimal", "model"],
152
+ help="Visualization mode")
153
+ parser.add_argument("--data_dir", default="data/emnlp/maze_40_40_2_True",
154
+ help="Directory containing maze files")
155
+
156
+ args = parser.parse_args()
157
+
158
+ # Validate mode requirements
159
+ if args.mode == "model" and not args.result_file:
160
+ print("Error: --result_file is required for 'model' mode")
161
+ return
162
+
163
+ if args.mode == "comparison" and not args.result_file:
164
+ print("Error: --result_file is required for 'comparison' mode")
165
+ return
166
+
167
+ visualize_maze(
168
+ maze_id=args.maze_id,
169
+ result_file=args.result_file,
170
+ output_path=args.output_path,
171
+ mode=args.mode,
172
+ data_dir=args.data_dir
173
+ )
174
+
175
+
176
+ if __name__ == "__main__":
177
+ main()
178
+
179
+
180
+ # Convenience functions for interactive use
181
+ def quick_visualize(maze_id, result_file=None, mode="comparison"):
182
+ """Quick visualization function for interactive use."""
183
+ return visualize_maze(maze_id, result_file, mode=mode)
184
+
185
+
186
+ def show_available_mazes(data_dir="data/emnlp/maze_40_40_2_True"):
187
+ """List available maze IDs."""
188
+ maze_files = list(Path(data_dir).glob("*.pkl"))
189
+ maze_ids = [f.stem for f in maze_files]
190
+ return sorted(maze_ids, key=int)
191
+
192
+
193
+ def demo_all_modes():
194
+ """Demonstrate all visualization modes."""
195
+ print("MAZE VISUALIZATION MODES DEMO")
196
+ print("=" * 50)
197
+
198
+ maze_id = "91"
199
+ result_file = "results/openai_gpt5_3shot_guided_cot_effectiveB2_origB2/maze_40_40_2_True/openai/gpt-5/91_removed_keys0_locked_doors2_shuffle0.0_noise0.0_run3.json"
200
+
201
+ modes = ["empty", "optimal", "model", "comparison"]
202
+
203
+ for mode in modes:
204
+ print(f"\nCreating {mode} visualization...")
205
+ try:
206
+ if mode in ["model", "comparison"] and not os.path.exists(result_file):
207
+ print(f" Skipping {mode} - result file not found")
208
+ continue
209
+
210
+ output_path = visualize_maze(maze_id, result_file if mode in ["model", "comparison"] else None, mode=mode)
211
+ print(f" Created: {output_path}")
212
+ except Exception as e:
213
+ print(f" Error: {e}")
214
+
215
+ print(f"\nDemo completed!")
216
+
217
+ if __name__ == "__main__":
218
+ if len(sys.argv) == 1:
219
+ print("\n" + "=" * 50)
220
+ demo_all_modes()
221
+ else:
222
+ main()
scripts /plot.py ADDED
@@ -0,0 +1,782 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ import matplotlib
2
+
3
+ matplotlib.use("Agg")
4
+ import matplotlib.pyplot as plt
5
+ import matplotlib.patches as patches
6
+ from matplotlib.patches import FancyArrowPatch, Rectangle
7
+ import numpy as np
8
+ from scipy.interpolate import splprep, splev
9
+ import math
10
+
11
+
12
+ def pretty_plot_maze(
13
+ maze_loader,
14
+ W=4,
15
+ H=4,
16
+ save_path=None,
17
+ model_solution=None,
18
+ ground_truth_solution=None,
19
+ mode="comparison",
20
+ ):
21
+ """
22
+ Display the maze using Matplotlib and optionally save to a file.
23
+
24
+ Args:
25
+ mode: Visualization mode
26
+ - "comparison": Side-by-side optimal vs model (default)
27
+ - "empty": Just maze structure
28
+ - "optimal": Maze + optimal path only
29
+ - "model": Maze + model path only
30
+ """
31
+
32
+ plt.rcParams["font.size"] = 10
33
+ plt.rcParams["font.family"] = "sans-serif"
34
+ plt.rcParams["figure.dpi"] = 100
35
+
36
+ # Configure subplot layout based on mode
37
+ if mode == "comparison":
38
+ fig, (ax2, ax3) = plt.subplots(1, 2, figsize=(15, 8.5))
39
+ axes = [ax2, ax3]
40
+ elif mode == "empty":
41
+ # Special layout for empty maze with legend space
42
+ fig, ax = plt.subplots(1, 1, figsize=(14, 8.5))
43
+ axes = [ax]
44
+ else:
45
+ fig, ax = plt.subplots(1, 1, figsize=(10, 8.5))
46
+ axes = [ax]
47
+
48
+ # Draw the base maze on all plots
49
+ for ax in axes:
50
+ covered_cells = set()
51
+ for cell in maze_loader.connected_cells.keys():
52
+ for neighbor in maze_loader.connected_cells[cell]:
53
+ if (cell, neighbor) in covered_cells or (
54
+ neighbor,
55
+ cell,
56
+ ) in covered_cells:
57
+ continue
58
+ covered_cells.add((cell, neighbor))
59
+ add_path_segment(
60
+ (cell[0] * W, cell[1] * H),
61
+ (neighbor[0] * W, neighbor[1] * H),
62
+ ax,
63
+ door=(cell, neighbor) in maze_loader.doors.keys(),
64
+ status=None
65
+ if (cell, neighbor) not in maze_loader.doors.keys()
66
+ else maze_loader.doors[(cell, neighbor)][0].split(" ")[0],
67
+ lock_status=(
68
+ None
69
+ if (cell, neighbor) not in maze_loader.doors.keys()
70
+ or maze_loader.doors[(cell, neighbor)][0] == "open"
71
+ else maze_loader.doors[(cell, neighbor)][0].split(" ")[-1]
72
+ ),
73
+ )
74
+
75
+ # Add keys
76
+ for key_id, key_location in maze_loader.keys_locations.items():
77
+ door_locations = {
78
+ maze_loader.doors[(rA, rB)][1]: (
79
+ (rA[0] + rB[0]) * W / 2,
80
+ (rA[1] + rB[1]) * H / 2,
81
+ )
82
+ for (rA, rB) in maze_loader.doors.keys()
83
+ }
84
+ add_key(
85
+ key_location[0] * W,
86
+ key_location[1] * H,
87
+ ax,
88
+ door_location=door_locations.get(key_id, (0, 0)),
89
+ )
90
+
91
+ # Add start and end rooms
92
+ start = (
93
+ maze_loader.data["start_room"][0] * W,
94
+ maze_loader.data["start_room"][1] * H,
95
+ )
96
+ end = (maze_loader.data["end_room"][0] * W, maze_loader.data["end_room"][1] * H)
97
+ enhanced_mode = True # Use enhanced mode for all visualizations
98
+ add_start_and_end_room(start, end, ax, enhanced_mode=enhanced_mode)
99
+
100
+ # Create a mapping from room names to coordinates
101
+ room_name_to_coord = {}
102
+ for cell in maze_loader.connected_cells.keys():
103
+ room_name_to_coord[maze_loader.room_name[cell]] = cell
104
+
105
+ # Define colors for different action types
106
+ move_color_gt = "gold" # Yellow for regular movement (ground truth)
107
+ move_color_model = "mediumpurple" # Purple for regular movement (model)
108
+ start_color = "#FF7F0E" # Orange for start action
109
+ pickup_key_color = "#1E88E5" # Blue for key pickup
110
+ use_key_color = "#43A047" # Green for using a key
111
+ unlock_color = "#9C27B0" # Purple for unlocking door
112
+ rescue_color = "#D81B60" # Pink for rescue
113
+
114
+ # Draw a path with numbered steps
115
+ def process_solution(solution, ax, base_color="gold"):
116
+ if not solution:
117
+ return
118
+
119
+ all_actions = []
120
+ current_room = None
121
+ last_position = None
122
+
123
+ # Parse solution into actions
124
+ for i, action in enumerate(solution):
125
+ if len(action) < 2:
126
+ continue
127
+
128
+ action_type, param = action[0], action[1]
129
+ step_number = i + 1 # Start numbering from 1
130
+
131
+ # Track the current room for each action
132
+ if action_type == "start":
133
+ current_room = param
134
+ # Mark start position specially
135
+ all_actions.append((current_room, step_number, action_type, None))
136
+ elif action_type == "move_to" and param in room_name_to_coord:
137
+ prev_room = current_room
138
+ current_room = param
139
+ # Store movement with both source and destination
140
+ all_actions.append((current_room, step_number, action_type, prev_room))
141
+ elif action_type in [
142
+ "pick_up_key",
143
+ "use_key",
144
+ "unlock_and_open_door_to",
145
+ "rescue",
146
+ ]:
147
+ if current_room:
148
+ # Store special action with current room
149
+ all_actions.append((current_room, step_number, action_type, None))
150
+
151
+ used_positions = set()
152
+
153
+ # First draw all movement paths
154
+ for room, step_number, action_type, prev_room in all_actions:
155
+ if (
156
+ action_type == "move_to"
157
+ and prev_room
158
+ and room in room_name_to_coord
159
+ and prev_room in room_name_to_coord
160
+ ):
161
+ start_cell = room_name_to_coord[prev_room]
162
+ end_cell = room_name_to_coord[room]
163
+
164
+ # Get coordinates
165
+ x1, y1 = start_cell[0] * W, start_cell[1] * H
166
+ x2, y2 = end_cell[0] * W, end_cell[1] * H
167
+
168
+ # Draw the path for movement
169
+ ax.plot(
170
+ [x1, x2], [y1, y2], "-", color=base_color, linewidth=2, zorder=10, alpha=0.5
171
+ )
172
+
173
+ # Add arrow near destination
174
+ arrow_pos = 0.9
175
+ arrow_x = x1 + (x2 - x1) * arrow_pos
176
+ arrow_y = y1 + (y2 - y1) * arrow_pos
177
+
178
+ dx = x2 - x1
179
+ dy = y2 - y1
180
+ length = math.sqrt(dx * dx + dy * dy)
181
+
182
+ if length > 0:
183
+ dx /= length
184
+ dy /= length
185
+ arrow = FancyArrowPatch(
186
+ (arrow_x - dx * 0.3, arrow_y - dy * 0.3),
187
+ (arrow_x + dx * 0.3, arrow_y + dy * 0.3),
188
+ arrowstyle="-|>",
189
+ mutation_scale=12,
190
+ color=base_color,
191
+ linewidth=2,
192
+ zorder=10,
193
+ alpha=0.4,
194
+ )
195
+ ax.add_patch(arrow)
196
+
197
+ # Then add step markers for each action
198
+ for action_idx, (room, step_number, action_type, prev_room) in enumerate(
199
+ all_actions
200
+ ):
201
+ if room in room_name_to_coord:
202
+ room_cell = room_name_to_coord[room]
203
+
204
+ # Determine position and color based on action type
205
+ if (
206
+ action_type == "move_to"
207
+ and prev_room
208
+ and prev_room in room_name_to_coord
209
+ ):
210
+ # For movement, place marker along the path
211
+ start_cell = room_name_to_coord[prev_room]
212
+ end_cell = room_name_to_coord[room]
213
+
214
+ x1, y1 = start_cell[0] * W, start_cell[1] * H
215
+ x2, y2 = end_cell[0] * W, end_cell[1] * H
216
+
217
+ pos_x = x1 + (x2 - x1) * 0.6
218
+ pos_y = y1 + (y2 - y1) * 0.6
219
+
220
+ # Add perpendicular offset to avoid placing directly on line
221
+ dx = x2 - x1
222
+ dy = y2 - y1
223
+ length = math.sqrt(dx * dx + dy * dy)
224
+
225
+ if length > 0:
226
+ perp_x = -dy / length * 0.7
227
+ perp_y = dx / length * 0.7
228
+
229
+ # Alternate sides for consecutive steps
230
+ if step_number % 2 == 0:
231
+ perp_x = -perp_x
232
+ perp_y = -perp_y
233
+
234
+ pos_x += perp_x
235
+ pos_y += perp_y
236
+
237
+ color = base_color
238
+ else:
239
+ # For non-movement actions, place at the room with offset
240
+ pos_x = room_cell[0] * W
241
+ pos_y = room_cell[1] * H
242
+
243
+ # Special case for door-related actions - place them near but not at the door
244
+ if action_type in ["use_key", "unlock_and_open_door_to"]:
245
+ door_cell1 = room_cell
246
+ door_cell2 = None
247
+
248
+ if action_type == "unlock_and_open_door_to":
249
+ # Find the destination room for the door
250
+ dest_room = param
251
+ if dest_room in room_name_to_coord:
252
+ door_cell2 = room_name_to_coord[dest_room]
253
+ elif prev_room in room_name_to_coord:
254
+ # For use_key, consider the previous room as second door cell
255
+ door_cell2 = room_name_to_coord[prev_room]
256
+
257
+ if door_cell2:
258
+ # Calculate door position (midpoint between rooms)
259
+ door_x = (door_cell1[0] + door_cell2[0]) * W / 2
260
+ door_y = (door_cell1[1] + door_cell2[1]) * H / 2
261
+
262
+ # Calculate vector from door to room (normalized)
263
+ dx = pos_x - door_x
264
+ dy = pos_y - door_y
265
+ dist = math.sqrt(dx * dx + dy * dy)
266
+
267
+ if dist > 0:
268
+ # Normalize vector
269
+ dx /= dist
270
+ dy /= dist
271
+
272
+ # Position marker at 2/3 distance from door to room
273
+ pos_x = (
274
+ door_x + dx * 1.5
275
+ ) # Place partway from door toward room
276
+ pos_y = door_y + dy * 1.5
277
+
278
+ # Add small perpendicular offset to avoid direct overlap with path
279
+ perp_x = -dy * 0.5
280
+ perp_y = dx * 0.5
281
+
282
+ # Alternate sides for consecutive markers
283
+ if step_number % 2 == 0:
284
+ perp_x = -perp_x
285
+ perp_y = -perp_y
286
+
287
+ pos_x += perp_x
288
+ pos_y += perp_y
289
+ else:
290
+ # Fallback if rooms are at same location
291
+ offset_x = 0.7 * (1 if step_number % 2 == 0 else -1)
292
+ offset_y = 0.7 * (1 if step_number % 4 >= 2 else -1)
293
+ pos_x += offset_x
294
+ pos_y += offset_y
295
+ else:
296
+ # If second door cell not found, use standard offset from room
297
+ offset_x = 0.7 * (1 if step_number % 2 == 0 else -1)
298
+ offset_y = 0.7 * (1 if step_number % 4 >= 2 else -1)
299
+ pos_x += offset_x
300
+ pos_y += offset_y
301
+ else:
302
+ # Regular offset for other action types
303
+ if action_type == "start":
304
+ # Start marker at top-left of room
305
+ offset_x, offset_y = -0.7, -0.7
306
+ else:
307
+ # Other actions - different offsets for different action types
308
+ offset_multiplers = {
309
+ "pick_up_key": (0.7, 0.7),
310
+ "rescue": (-0.7, -0.7),
311
+ }
312
+ multiplier = offset_multiplers.get(action_type, (0, 0))
313
+ offset_x, offset_y = multiplier
314
+
315
+ # Further vary offsets for multiple actions in same room
316
+ same_room_actions = sum(
317
+ 1
318
+ for r, _, a_type, _ in all_actions[:action_idx]
319
+ if r == room and a_type != "move_to"
320
+ )
321
+ if same_room_actions > 0:
322
+ offset_x *= 1 + 0.3 * same_room_actions
323
+ offset_y *= 1 + 0.3 * same_room_actions
324
+
325
+ pos_x += offset_x
326
+ pos_y += offset_y
327
+
328
+ # Determine color for special actions - now with distinct colors for all types
329
+ if action_type == "start":
330
+ color = start_color
331
+ elif action_type == "pick_up_key":
332
+ color = pickup_key_color
333
+ elif action_type == "use_key":
334
+ color = use_key_color
335
+ elif action_type == "unlock_and_open_door_to":
336
+ color = unlock_color
337
+ elif action_type == "rescue":
338
+ color = rescue_color
339
+ else:
340
+ color = base_color
341
+
342
+ # Avoid overlap with existing markers
343
+ while any(
344
+ (abs(pos_x - px) < 0.8 and abs(pos_y - py) < 0.8)
345
+ for px, py in used_positions
346
+ ):
347
+ # Slightly adjust position
348
+ pos_x += 0.3 * (1 if step_number % 2 == 0 else -1)
349
+ pos_y += 0.3 * (1 if step_number % 4 >= 2 else -1)
350
+
351
+ # Add marker
352
+ # ax.text(
353
+ # pos_x,
354
+ # pos_y,
355
+ # f"{step_number}",
356
+ # color="white",
357
+ # fontsize=3,
358
+ # ha="center",
359
+ # va="center",
360
+ # bbox=dict(
361
+ # boxstyle="circle,pad=0.3",
362
+ # fc=color,
363
+ # ec="black",
364
+ # alpha=0.9,
365
+ # linewidth=1,
366
+ # ),
367
+ # zorder=20,
368
+ # )
369
+
370
+ # Remember this position
371
+ used_positions.add((pos_x, pos_y))
372
+
373
+ title_props = dict(fontsize=12, fontweight="bold")
374
+
375
+ # Set titles and process solutions based on mode
376
+ if mode == "comparison":
377
+ axes[0].set_title("Optimal Path", **title_props)
378
+ axes[1].set_title("Model Path", **title_props)
379
+
380
+ if ground_truth_solution:
381
+ process_solution(ground_truth_solution, axes[0], base_color=move_color_gt)
382
+ if model_solution:
383
+ process_solution(model_solution, axes[1], base_color=move_color_model)
384
+
385
+ elif mode == "empty":
386
+ axes[0].set_title("Maze Layout", **title_props)
387
+ # No paths to process for empty maze
388
+
389
+ elif mode == "optimal":
390
+ axes[0].set_title("Optimal Path", **title_props)
391
+ if ground_truth_solution:
392
+ process_solution(ground_truth_solution, axes[0], base_color=move_color_gt)
393
+
394
+ elif mode == "model":
395
+ axes[0].set_title("Model Path", **title_props)
396
+ if model_solution:
397
+ process_solution(model_solution, axes[0], base_color=move_color_model)
398
+
399
+ for ax in axes:
400
+ ax.set_xticks([])
401
+ ax.set_yticks([])
402
+ ax.axis("off")
403
+
404
+ current_xlim = ax.get_xlim()
405
+ current_ylim = ax.get_ylim()
406
+ ax.set_xlim(current_xlim[0] - 1, current_xlim[1] + 1)
407
+ ax.set_ylim(current_ylim[0] - 3, current_ylim[1] + 1)
408
+
409
+ # Add legend for empty maze mode (enhanced for LLM interpretability)
410
+ if mode == "empty":
411
+ # Clean, simple title
412
+ axes[0].set_title("Maze Navigation: Find path from START (green) to GOAL (red)",
413
+ fontsize=12, fontweight='bold', pad=20)
414
+
415
+ legend_elements = [
416
+ plt.Line2D([0], [0], marker='o', color='w', markerfacecolor='limegreen',
417
+ markersize=12, markeredgecolor='darkgreen', markeredgewidth=2, label='START'),
418
+ plt.Line2D([0], [0], marker='o', color='w', markerfacecolor='red',
419
+ markersize=12, markeredgecolor='darkred', markeredgewidth=2, label='GOAL'),
420
+ plt.Rectangle((0, 0), 1, 1, facecolor='red', alpha=0.8, label='locked door'),
421
+ plt.Line2D([0], [0], marker='o', color='w', markerfacecolor='yellow',
422
+ markersize=10, markeredgecolor='orange', markeredgewidth=2, label='key'),
423
+ ]
424
+
425
+ axes[0].legend(handles=legend_elements, loc='center left', bbox_to_anchor=(0.95, 0.5),
426
+ frameon=True, fancybox=True, shadow=False, fontsize=9)
427
+
428
+ # Only add path legend for non-empty modes
429
+ if mode != "empty":
430
+ legend_items = [
431
+ ("Start", start_color),
432
+ ("Move", move_color_gt if ground_truth_solution else move_color_model),
433
+ ("Key pickup", pickup_key_color),
434
+ ("Use key", use_key_color),
435
+ ("Unlock door", unlock_color),
436
+ ("Rescue", rescue_color),
437
+ ]
438
+
439
+ legend_patches = [
440
+ plt.Rectangle((0, 0), 1, 1, fc=color, ec="black", alpha=0.9)
441
+ for _, color in legend_items
442
+ ]
443
+
444
+ # fig.legend(
445
+ # legend_patches,
446
+ # [text for text, _ in legend_items],
447
+ # loc="lower center",
448
+ # bbox_to_anchor=(0.5, 0.02),
449
+ # ncol=len(legend_items),
450
+ # frameon=True,
451
+ # fancybox=True,
452
+ # shadow=True,
453
+ # fontsize=10,
454
+ # )
455
+
456
+ # Handle layout based on mode
457
+ if mode == "empty":
458
+ plt.tight_layout()
459
+ # Adjust layout to accommodate legend with less gap
460
+ plt.subplots_adjust(right=0.90)
461
+ else:
462
+ plt.tight_layout()
463
+
464
+ if save_path is not None:
465
+ try:
466
+ plt.savefig(save_path, dpi=400, bbox_inches="tight", format="png")
467
+ except Exception as e:
468
+ print(f"Error saving plot: {e}")
469
+
470
+ plt.close(fig)
471
+
472
+
473
+ def draw_path_with_arrow(
474
+ point1,
475
+ point2,
476
+ ax,
477
+ color="red",
478
+ linewidth=1.5,
479
+ alpha=0.8,
480
+ arrow_size=5,
481
+ arrow_color=None,
482
+ ):
483
+ """Draw a path between two points with a smaller, more subtle directional arrow."""
484
+ if arrow_color is None:
485
+ arrow_color = color
486
+
487
+ # Calculate the midpoint for the arrow position - shift slightly toward destination
488
+ # to avoid overlap with nodes
489
+ midpoint_x = point1[0] + (point2[0] - point1[0]) * 0.6
490
+ midpoint_y = point1[1] + (point2[1] - point1[1]) * 0.6
491
+
492
+ # Draw the line
493
+ line = ax.plot(
494
+ [point1[0], point2[0]],
495
+ [point1[1], point2[1]],
496
+ color=color,
497
+ linewidth=linewidth,
498
+ alpha=alpha,
499
+ )[0]
500
+
501
+ # Calculate the direction vector
502
+ dx = point2[0] - point1[0]
503
+ dy = point2[1] - point1[1]
504
+
505
+ # Normalize the direction vector
506
+ length = np.sqrt(dx**2 + dy**2)
507
+ if length > 0:
508
+ dx /= length
509
+ dy /= length
510
+
511
+ # Add a small arrow
512
+ ax.arrow(
513
+ midpoint_x,
514
+ midpoint_y,
515
+ dx * arrow_size / 3,
516
+ dy * arrow_size / 3,
517
+ head_width=arrow_size * 0.8,
518
+ head_length=arrow_size * 0.8,
519
+ fc=arrow_color,
520
+ ec=arrow_color,
521
+ alpha=alpha,
522
+ length_includes_head=True,
523
+ )
524
+
525
+ return line
526
+
527
+
528
+ def add_arc_between_points(point1, point2, ax, alpha=0.2):
529
+
530
+ # Use spline of degree 2 (since m = 3)
531
+ tck, _ = splprep(
532
+ [
533
+ [point1[0], (point1[0] + point2[0]) / 2.0 - alpha, point2[0]],
534
+ [point1[1], (point1[1] + point2[1]) / 2.0 + alpha, point2[1]],
535
+ ],
536
+ s=0,
537
+ k=2,
538
+ )
539
+ t = np.linspace(0, 1, 100)
540
+ x_spline, y_spline = splev(t, tck)
541
+ # Plot
542
+ ax.plot(x_spline, y_spline, label="Spline curve", linestyle="--")
543
+
544
+
545
+ def add_door(
546
+ x_center, y_center, ax, status="closed", door_color="black", door_location=(0, 0)
547
+ ):
548
+ # make a hallow rectangle
549
+ x1 = x_center - 0.2
550
+ x2 = x_center + 0.2
551
+ y1 = y_center - 0.4
552
+ y2 = y_center + 0.4
553
+ if status == "open":
554
+ # make the fill color transparent
555
+ rect = patches.Polygon(
556
+ [[x1, y1], [x2, y1], [x2, y2], [x1, y2]],
557
+ closed=True,
558
+ edgecolor="black",
559
+ facecolor="none",
560
+ )
561
+ else:
562
+ rect = patches.Polygon(
563
+ [[x1, y1], [x2, y1], [x2, y2], [x1, y2]], closed=True, facecolor=door_color
564
+ )
565
+ ax.add_patch(rect)
566
+
567
+
568
+ def h_link(
569
+ x1,
570
+ x2,
571
+ y,
572
+ ax,
573
+ door=False,
574
+ status="closed",
575
+ lock_status="unlocked",
576
+ line_color="#76b5c5",
577
+ ):
578
+ # make sure it is brought to the front of all other patches z_order = 100
579
+ ax.add_patch(patches.Circle((x1, y), 0.3, facecolor="black", zorder=100000))
580
+ ax.add_patch(patches.Circle((x2, y), 0.3, facecolor="black", zorder=100000))
581
+
582
+ x1 = x1 - 0.05
583
+ x2 = x2 + 0.05
584
+ y = y - 0.05
585
+ rect = patches.Polygon(
586
+ [[x1, y], [x2, y], [x2, y + 0.1], [x1, y + 0.1]],
587
+ closed=True,
588
+ facecolor=line_color,
589
+ )
590
+ ax.add_patch(rect)
591
+ x_center = (x1 + x2) / 2.0 + 0.05
592
+ if door:
593
+ if status == "open":
594
+ add_door(x_center, y + 0.05, ax, status="open")
595
+ else:
596
+ if lock_status == "locked":
597
+ door_color = "red"
598
+ else:
599
+ door_color = "green"
600
+ add_door(x_center, y + 0.05, ax, status="closed", door_color=door_color)
601
+ # add circles at both ends of the line
602
+
603
+
604
+ def v_link(
605
+ x,
606
+ y1,
607
+ y2,
608
+ ax,
609
+ door=False,
610
+ status="closed",
611
+ lock_status="locked",
612
+ line_color="#76b5c5",
613
+ ):
614
+ # make sure it is brought to the front of all other patches z_order = 100
615
+ ax.add_patch(patches.Circle((x, y1), 0.3, facecolor="black", zorder=100000))
616
+ ax.add_patch(patches.Circle((x, y2), 0.3, facecolor="black", zorder=100000))
617
+ y1 = y1 - 0.05
618
+ y2 = y2 + 0.05
619
+ x = x - 0.05
620
+ triangle = patches.Polygon(
621
+ [[x, y1], [x, y2], [x + 0.1, y2], [x + 0.1, y1]],
622
+ closed=True,
623
+ facecolor=line_color,
624
+ )
625
+ ax.add_patch(triangle)
626
+ y_center = (y1 + y2) / 2.0
627
+ if door:
628
+ if status == "open":
629
+ add_door(x + 0.05, y_center, ax, status="open")
630
+ else:
631
+ if lock_status == "locked":
632
+ door_color = "red"
633
+ else:
634
+ door_color = "green"
635
+ add_door(x + 0.05, y_center, ax, status="closed", door_color=door_color)
636
+ # add circles at both ends of the line
637
+
638
+
639
+ def add_start_and_end_room(start_room, end_room, ax, size=0.6, enhanced_mode=False):
640
+ if enhanced_mode:
641
+ # Enhanced mode for LLM interpretability - clean colored circles only
642
+ x, y = start_room
643
+ # Start room: Large green circle (no text)
644
+ ax.add_patch(patches.Circle((x, y), size*1.5, facecolor="limegreen", edgecolor="darkgreen", linewidth=3, zorder=100000))
645
+
646
+ x, y = end_room
647
+ # End room: Large red circle (no text)
648
+ ax.add_patch(patches.Circle((x, y), size*1.5, facecolor="red", edgecolor="darkred", linewidth=3, zorder=100000))
649
+ else:
650
+ # Original mode: black triangles
651
+ x, y = start_room
652
+ ax.add_patch(
653
+ patches.Polygon(
654
+ [[x - size, y - size], [x + size, y - size], [x, y + size]],
655
+ closed=True,
656
+ facecolor="black",
657
+ edgecolor="black",
658
+ zorder=100000,
659
+ )
660
+ )
661
+ x, y = end_room
662
+ ax.add_patch(
663
+ patches.Polygon(
664
+ [[x - size, y + size], [x + size, y + size], [x, y - size]],
665
+ closed=True,
666
+ facecolor="black",
667
+ edgecolor="black",
668
+ zorder=100000,
669
+ )
670
+ )
671
+
672
+
673
+ def add_path_segment(
674
+ point1, point2, ax, door=False, status="closed", lock_status="locked"
675
+ ):
676
+ if point1[0] == point2[0]:
677
+ v_link(point1[0], point1[1], point2[1], ax, door, status, lock_status)
678
+ else:
679
+ h_link(point1[0], point2[0], point1[1], ax, door, status, lock_status)
680
+
681
+
682
+ def add_key(x, y, ax, door_location=(0, 0)):
683
+ # Enhanced key visualization - yellow circle
684
+ ax.add_patch(
685
+ patches.Circle((x, y), 0.4, facecolor="yellow", edgecolor="orange", linewidth=2, zorder=100000)
686
+ )
687
+ add_arc_between_points((x, y), door_location, ax)
688
+
689
+
690
+ if __name__ == "__main__":
691
+ # Create a plot
692
+ fig, ax = plt.subplots()
693
+
694
+ add_path_segment((1, 1), (1, 4), ax, door=True, status="open")
695
+ add_key(1, 4, ax, door_location=(2.5, 4))
696
+ add_path_segment(
697
+ (1, 4), (4, 4), ax, door=True, status="closed", lock_status="locked"
698
+ )
699
+ add_path_segment((4, 4), (4, 7), ax, door=False)
700
+ add_path_segment(
701
+ (4, 7), (1, 7), ax, door=True, status="closed", lock_status="unlocked"
702
+ )
703
+
704
+ ax.set_aspect("equal")
705
+ ax.axis("off")
706
+ ax.set_xlim(0, 10)
707
+ ax.set_ylim(0, 10)
708
+ plt.show()
709
+
710
+
711
+
712
+ def pretty_plot_maze_vs_noise(
713
+ maze_loader,
714
+ W=4,
715
+ H=4,
716
+ save_path=None,
717
+ ground_truth_solution=None,
718
+ problem_description=None
719
+ ):
720
+ """
721
+ Display the maze using Matplotlib and optionally save to a file.
722
+ Shows three plots: Maze Layout, Ground Truth Path, and Model Path.
723
+ """
724
+
725
+ plt.rcParams["font.size"] = 10
726
+ plt.rcParams["font.family"] = "sans-serif"
727
+ plt.rcParams["figure.dpi"] = 100
728
+
729
+ fig, (ax1, ax2, ax3) = plt.subplots(1, 3, figsize=(20, 8.5))
730
+
731
+ # Draw the base maze on all three plots
732
+ for ax in [ax1, ax2, ax3]:
733
+ covered_cells = set()
734
+ for cell in maze_loader.connected_cells.keys():
735
+ for neighbor in maze_loader.connected_cells[cell]:
736
+ if (cell, neighbor) in covered_cells or (
737
+ neighbor,
738
+ cell,
739
+ ) in covered_cells:
740
+ continue
741
+ covered_cells.add((cell, neighbor))
742
+ add_path_segment(
743
+ (cell[0] * W, cell[1] * H),
744
+ (neighbor[0] * W, neighbor[1] * H),
745
+ ax,
746
+ door=(cell, neighbor) in maze_loader.doors.keys(),
747
+ status=None
748
+ if (cell, neighbor) not in maze_loader.doors.keys()
749
+ else maze_loader.doors[(cell, neighbor)][0].split(" ")[0],
750
+ lock_status=(
751
+ None
752
+ if (cell, neighbor) not in maze_loader.doors.keys()
753
+ or maze_loader.doors[(cell, neighbor)][0] == "open"
754
+ else maze_loader.doors[(cell, neighbor)][0].split(" ")[-1]
755
+ ),
756
+ )
757
+
758
+ # Add keys
759
+ for key_id, key_location in maze_loader.keys_locations.items():
760
+ door_locations = {
761
+ maze_loader.doors[(rA, rB)][1]: (
762
+ (rA[0] + rB[0]) * W / 2,
763
+ (rA[1] + rB[1]) * H / 2,
764
+ )
765
+ for (rA, rB) in maze_loader.doors.keys()
766
+ }
767
+ add_key(
768
+ key_location[0] * W,
769
+ key_location[1] * H,
770
+ ax,
771
+ door_location=door_locations.get(key_id, (0, 0)),
772
+ )
773
+
774
+ # Add start and end rooms
775
+ start = (
776
+ maze_loader.data["start_room"][0] * W,
777
+ maze_loader.data["start_room"][1] * H,
778
+ )
779
+ end = (maze_loader.data["end_room"][0] * W, maze_loader.data["end_room"][1] * H)
780
+ add_start_and_end_room(start, end, ax)
781
+
782
+
scripts /spatial.py ADDED
@@ -0,0 +1,192 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from dataclasses import dataclass
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+ from typing import Any, List, Tuple
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+ import random
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+
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+
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+ @dataclass
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+ class CompositeTool:
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+ name: str # name of the composite tool
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+ tools: List[Tool] # tools that make up the composite tool
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+ compatible_keys: List[str] # keys that the composite tool can fix
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+ who_can_build: List[
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+ Tuple[str, int]
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+ ] # expertise and count of people in each expertise needed to build the composite tool
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+
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+ def __str__(self):
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+ return f"CompositeTool {self.name}"
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+
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+ def get_description(self):
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+ return f"CompositeTool {self.name} can fix keys: {self.compatible_keys} but consists of tools: {self.tools}"
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+
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+
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+ @dataclass
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+ class Tool:
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+ name: str # name of the tool
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+ compatible_keys: List[str] # keys that the tool can fix
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+ who_can_use: List[str] # expertise needed to use the tool
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+
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+ def __str__(self):
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+ return f"Tool {self.name}"
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+
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+ def get_description(self):
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+ return f"Tool {self.name} can fix keys: {self.compatible_keys}"
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+
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+
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+ @dataclass
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+ class Key:
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+ name: str # name of the key
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+ color: str # color of the key
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+ broken: bool # whether the key is broken
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+ fixable: bool # whether the key is fixable
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+ tools: List[str] # tools or composite tools that are needed to fix the key
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+ who_can_fix: List[
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+ Tuple[str, int]
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+ ] # expertise and count of people in each expertise needed to fix the key
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+
46
+ def __str__(self):
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+ return f"Key {self.name}"
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+
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+ def description(self):
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+ return f"""Key {self.name} is {self.color}
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+ {'but it is broken and cannot be used' if self.broken else ' and it works'}"""
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+
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+
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+ @dataclass
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+ class Object:
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+ name: str # name of the object
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+ description: str # description of the object
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+
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+ def __str__(self):
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+ return f"item {self.name} ({self.description})"
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+
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+ def get_description(self):
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+ return f"item {self.name} is described as {self.description}"
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+
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+
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+ @dataclass
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+ class Box:
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+ name: str # name of the box
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+ contents: List[
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+ str
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+ ] # contents of the box - list of box names or key names or tool names
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+ locked: bool # whether the box is locked
73
+
74
+ def __str__(self):
75
+ return f"Box {self.name}"
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+
77
+ def get_description(self):
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+ return f"Box {self.name} contains: {self.contents}"
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+
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+
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+ @dataclass
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+ class Person:
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+ name: str # name of the person
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+ room: None | Any # room that the person is in
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+ boxes: List[Box] # boxes that the person has
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+ keys: List[Key] # keys that the person has
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+ cooperates_with: List[str] # names of people
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+ can_build: List[str] # names of composite tools that the person can build
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+ can_fix: List[str] # names of keys that the person can fix
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+ can_use: List[str] # names of keys that the person can use
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+
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+ def __str__(self):
93
+ return f"Person {self.name}"
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+
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+ def get_description(self):
96
+ return f"Person {self.name} is in room {self.room.name}"
97
+
98
+
99
+ @dataclass
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+ class Door:
101
+ name: str # name of the door
102
+ locked: bool # whether the door is locked
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+ key: None | Key # key that can unlock the door
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+ two_way: bool # whether the door is two way
105
+ key_hole_outward_facing: bool # whether the key hole is outward facing
106
+
107
+ def __str__(self):
108
+ return f"Door {self.name}"
109
+
110
+ def get_description(self):
111
+ return f"Door {self.name} is {'locked' if self.locked else 'unlocked'}"
112
+
113
+
114
+ @dataclass
115
+ class Room:
116
+ name: str # name of the room
117
+ west: None | Door # door to the west
118
+ east: None | Door # door to the east
119
+ north: None | Door # door to the north
120
+ south: None | Door # door to the south
121
+ occupants: list[str] # names of people in the room
122
+ west_neighbor: None | Any # room to the west
123
+ east_neighbor: None | Any # room to the east
124
+ north_neighbor: None | Any # room to the north
125
+ south_neighbor: None | Any # room to the south
126
+
127
+ def __str__(self):
128
+ return f"""Room {self.name}"""
129
+
130
+ def get_description(self):
131
+ return f"""Room {self.name} is adjacent to {self.west_neighbor.name
132
+ if self.west_neighbor else 'none'} on the west side,
133
+ {self.east_neighbor.name if self.east_neighbor else 'none'} on the east side,
134
+ {self.north_neighbor.name if self.north_neighbor else 'none'} on the north side,
135
+ {self.south_neighbor.name if self.south_neighbor else 'none'} on the south side
136
+ {self.occupants} are in the room and there are doors on these sides
137
+ {self.west.name if self.west else 'none'} on the west side,
138
+ {self.east.name if self.east else 'none'} on the east side,
139
+ {self.north.name if self.north else 'none'} on the north side,
140
+ {self.south.name if self.south else 'none'} on the south side"""
141
+
142
+
143
+ @dataclass
144
+ class World:
145
+ rooms: List[Room] # rooms in the world
146
+ people: List[Person] # people in the world
147
+ boxes: List[Box] # boxes in the world
148
+ keys: List[Key] # keys in the world
149
+ tools: List[Tool] # tools in the world
150
+
151
+ def __str__(self):
152
+ return f"World"
153
+
154
+ def get_description(self):
155
+ return f"This is the world: {self.rooms} {self.people} {self.boxes} {self.keys} {self.tools}"
156
+
157
+
158
+ def generate_configuration(N_x: int, N_y: int, n_people: int):
159
+
160
+ # generate a random configuration of people in rooms
161
+ # sample larger than population with replacement
162
+ walls = [True] + random.choices([True, False], k=3)
163
+ random.shuffle(walls)
164
+ rooms = [
165
+ Room(
166
+ name=f"Room {i}",
167
+ west=walls[0],
168
+ east=walls[1],
169
+ north=walls[2],
170
+ south=walls[3],
171
+ occupants=[],
172
+ lattice_position=(i, j),
173
+ )
174
+ for i in range(N_y)
175
+ for j in range(N_x)
176
+ ]
177
+
178
+ # generate a random configuration of people in rooms
179
+ people = [Person(name=f"Person {i}") for i in range(n_people)]
180
+ for person in people:
181
+ room = random.choice(rooms)
182
+ room.occupants.append(person)
183
+ return rooms
184
+
185
+
186
+ def print_walls():
187
+ for i in range(10):
188
+ print(generate_configuration(10, 10))
189
+
190
+
191
+ if __name__ == "__main__":
192
+ print_walls()