Spaces:
Sleeping
Sleeping
File size: 28,946 Bytes
e1da269 a0dd27f e1da269 a0dd27f e1da269 a0dd27f e1da269 615a63b e1da269 615a63b e1da269 615a63b e1da269 a0dd27f e1da269 a0dd27f e1da269 a0dd27f e1da269 615a63b e1da269 615a63b e1da269 a0dd27f e1da269 a0dd27f e1da269 a0dd27f 42221e3 a0dd27f a95a8a9 e1da269 a0dd27f e1da269 a0dd27f e1da269 a0dd27f e1da269 a0dd27f e1da269 a0dd27f e1da269 a0dd27f e1da269 a0dd27f e1da269 a0dd27f e1da269 a0dd27f e1da269 a0dd27f e1da269 a0dd27f e1da269 a0dd27f e1da269 a0dd27f e1da269 a0dd27f e1da269 a0dd27f e1da269 a0dd27f e1da269 a0dd27f e1da269 a0dd27f | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 | """
Example: MCP ReAct Agent
A complete ReAct agent that uses MCP tools to play text adventure games.
This is a working example students can learn from.
"""
import json
import os
import re
from collections import defaultdict
from dataclasses import dataclass, field
from typing import Optional
from dotenv import load_dotenv
from huggingface_hub import InferenceClient
# Load environment variables
load_dotenv()
# Set USE_LOCAL_MODEL=1 in your .env to use a locally downloaded model
USE_LOCAL_MODEL = os.getenv("USE_LOCAL_MODEL", "0").strip() in ("1", "true", "yes")
LOCAL_MODEL_ID = os.getenv("LOCAL_MODEL_ID", "Qwen/Qwen2.5-3B-Instruct")
# =============================================================================
# LLM Configuration - DO NOT MODIFY
# =============================================================================
# Model to use (fixed for fair evaluation)
LLM_MODEL = "Qwen/Qwen2.5-72B-Instruct"
# Initialize the LLM client based on mode
_local_pipeline = None
if USE_LOCAL_MODEL:
import torch
from transformers import pipeline as _hf_pipeline
_local_pipeline = _hf_pipeline(
"text-generation",
model=LOCAL_MODEL_ID,
torch_dtype=torch.bfloat16,
device_map="auto",
)
LLM_CLIENT = None
else:
_hf_token = os.getenv("HF_TOKEN")
if not _hf_token:
raise ValueError("HF_TOKEN not found. Set it in your .env file.")
LLM_CLIENT = InferenceClient(token=_hf_token)
def call_llm(prompt: str, system_prompt: str, seed: int, max_tokens: int = 300) -> str:
"""
Call the LLM with the given prompt. Use this function in your agent.
Args:
prompt: The user prompt (current game state, history, etc.)
system_prompt: The system prompt (instructions for the agent)
seed: Random seed for reproducibility
max_tokens: Maximum tokens in response (default: 300)
Returns:
The LLM's response text
Example:
response = call_llm(
prompt="You are in a forest. What do you do?",
system_prompt=SYSTEM_PROMPT,
seed=42,
)
"""
messages = [
{"role": "system", "content": system_prompt},
{"role": "user", "content": prompt},
]
if USE_LOCAL_MODEL and _local_pipeline is not None:
outputs = _local_pipeline(
messages,
max_new_tokens=max_tokens,
temperature=0.0001, # Near-deterministic (0.0 unsupported by some backends)
do_sample=True,
)
return outputs[0]["generated_text"][-1]["content"]
response = LLM_CLIENT.chat.completions.create(
model=LLM_MODEL,
messages=messages,
temperature=0.0, # Deterministic for reproducibility
max_tokens=max_tokens,
seed=seed,
)
return response.choices[0].message.content
@dataclass
class RunResult:
"""Result of running the agent. Do not modify this class."""
final_score: int
max_score: int
moves: int
locations_visited: set[str]
game_completed: bool
error: Optional[str] = None
history: list[tuple[str, str, str]] = field(default_factory=list)
# =============================================================================
# System Prompt - Customize this for your agent
# =============================================================================
SYSTEM_PROMPT = """You are an expert text adventure game player. Your goal is to explore, collect treasures, and maximize your score.
AVAILABLE TOOLS:
1. get_valid_actions - Get valid actions for the current location.
2. play_action - Execute game commands (north, take lamp, open mailbox, etc.).
3. memory - Get current game state and score.
4. get_map - See explored locations and connections.
5. inventory - Check what you're carrying.
VALID GAME COMMANDS for play_action:
- Movement: north, south, east, west, up, down, enter, exit, northeast, northwest, southeast, southwest
- Objects: take <item>, drop <item>, open <thing>, close <thing>, examine <thing>
- Light: turn on lamp, turn off lamp
- Combat: attack <enemy> with <weapon>
- Other: inventory, look, read <thing>, wait
CRITICAL INSTRUCTION:
You MUST respond ONLY with a valid JSON object. Do not include markdown blocks, pleasantries, or extra text.
Use this exact JSON schema:
{
"reflection": "Briefly analyze the last outcome, current room, and state your strategy.",
"global_notes": "(String) Update your ongoing notes. Track unsolved puzzles, locked doors, or cross-room clues. Keep the most critical information that will help you later. This is your persistent memory across rooms. You should rewrite this every turn to keep it up to date. If you have nothing new to add, just repeat the most important notes.",
"tool_name": "<tool_name>",
"tool_args": {
"action": "<game_command>"
}
}
STRATEGY:
0. DONT WASTE TO MANY STEPS IN A ROOM TRYING TO FIND EVERY SINGLE INTERACTION. IF YOU HAVE TRIED THE MOST OBVIOUS INTERACTIONS AND ACTIONS IN A ROOM AND HAVEN'T FOUND ANY NEW INFORMATION, IT'S OFTEN BEST TO MOVE ON AND EXPLORE NEW AREAS. YOU CAN ALWAYS COME BACK LATER IF YOU FIND CLUES THAT POINT BACK TO THAT ROOM. LIKE GOOD RULE OF THUMB IS 10 STEPS MAX AND 1-4 STEPS IN AVERAGE.
0. Bias heavily towards discovering new locations in the early game to gather information in your memory bank (DONT FORGET TO UPDATE YOUR KNOWLEDGE OF THE GAME) and find useful items. Avoid getting stuck trying to 100% explore a single room before moving on.
0. Use your global_notes to remember things you need to come back to later.
1. Pay attention to the "Known Exits" in your HUD to navigate efficiently.
2. Carefully read the observation for unmapped doors, passages, or directions.
3. If it is dark, prioritize finding or using a light source.
4. If an action fails (e.g., "Need fire for burning"), DO NOT try it again until you have changed your state (e.g., found a fire). THIS IS THE MOST IMPORTANT RULE TO AVOID GETTING STUCK IN LOOPS. If an action doesn't yield new information, try something else to change your state. Also dont try similar actions that are likely to fail for the same reason (e.g. if "take lamp" fails because it's out of reach, "take all" will likely fail too).
5. Do not repeat actions that yielded no results.
6. Avoid immediate backtracking unless you hit a dead end.
7. DISAMBIGUATION: If the game asks a clarification question like "Which do you mean, the X or the Y?" or "What that mean, X or Y?", your next action MUST simply be the exact name of the object you want (e.g., "X" or "Y"). Do not write a full command.
8. TRUST THE HINTS: If a cardinal direction (north, northeast, up, down, etc.) appears in the "Valid verbs/hints" list, YOU CAN GO THAT WAY. Do not assume an exit is blocked just because it isn't explicitly described in the room text.
"""
# =============================================================================
# Student Agent Implementation
# =============================================================================
@dataclass
class LocationLog:
"""Tracks everything known about a specific room/location (Graph Node)."""
valid_actions: list[str] = field(default_factory=list)
promising_actions: set[str] = field(default_factory=set)
action_history: list[dict] = field(default_factory=list)
exits: dict[str, str] = field(default_factory=dict) # Graph Edges
class StudentAgent:
INVALID_VERB_MAP = {
"check": "examine",
"inspect": "examine",
"search": "look",
"grab": "take",
"pick": "take",
"use": "examine",
"investigate": "examine",
}
MOVEMENT_ACTIONS = {
"north",
"south",
"east",
"west",
"up",
"down",
"enter",
"exit",
"northeast",
"northwest",
"southeast",
"southwest",
}
SCORE_PATTERNS = [r"Score:\s*(\d+)", r"score[:\s]+(\d+)", r"\[Score:\s*(\d+)"]
GAME_OVER_PHRASES = [
"game over",
"you have died",
"you are dead",
"*** you have died ***",
]
def __init__(self):
self.location_logs: defaultdict[str, LocationLog] = defaultdict(LocationLog)
self.global_history: list[dict] = []
self.location_path: list[tuple[str, str]] = []
self.current_location: str = "Unknown"
self.steps_in_location: int = 0
self.score: int = 0
self.agent_notes: str = "No notes yet. Start exploring!"
self.game_name: str = ""
async def run(
self, client, game: str, max_steps: int, seed: int, verbose: bool = False
) -> RunResult:
self.game_name = game
locations_visited = set()
result_history = []
moves = 0
tools = await client.list_tools()
tool_names = [t.name for t in tools]
# Initial Observation
result = await client.call_tool("play_action", {"action": "verbose"})
observation = self._extract_result(result)
initial_memory = await self._get_memory_text(client, tool_names)
self.current_location = self._extract_location(observation, initial_memory)
locations_visited.add(self.current_location)
valid_actions = await self._get_valid_actions(client, tool_names)
self.location_logs[self.current_location].valid_actions = valid_actions
promising = self._extract_promising_actions(observation, valid_actions, seed)
self.location_logs[self.current_location].promising_actions.update(promising)
if verbose:
print(f"\n{observation}")
# Main ReAct Loop
for step in range(1, max_steps + 1):
prompt = self._build_prompt(observation)
response = call_llm(prompt, SYSTEM_PROMPT, seed + step, max_tokens=800)
reflection, tool_name, tool_args = self._parse_json_response(
response, tool_names
)
if verbose:
print(f"\n--- Step {step} ---")
print(f"[REFLECTION] {reflection}")
print(f"[TOOL] {tool_name}({tool_args})")
tool_name, tool_args = self._validate_tool_call(
tool_name, tool_args, tool_names
)
# Loop Detection Check
if tool_name == "play_action":
action = tool_args.get("action", "look")
recent_plays = [
entry.get("args", {}).get("action")
for entry in self.global_history[-2:]
if entry.get("tool") == "play_action"
]
if len(recent_plays) == 2 and all(a == action for a in recent_plays):
if verbose:
print("[WARNING] Loop detected - forcing 'look'")
action = "look"
tool_args = {"action": "look"}
moves += 1
previous_location = self.current_location
attempted_action = (
tool_args.get("action", "") if tool_name == "play_action" else ""
)
# Execute Tool
try:
result = await client.call_tool(tool_name, tool_args)
observation = self._extract_result(result)
if (
len(observation.strip()) < 30
and tool_name == "play_action"
and attempted_action in self.MOVEMENT_ACTIONS
):
if verbose:
print("[INFO] Brief description detected. Forcing 'look'...")
look_result = await client.call_tool(
"play_action", {"action": "look"}
)
observation = self._extract_result(look_result)
if verbose:
print(f"[RESULT] {observation[:200]}...")
except Exception as e:
observation = f"Error: {e}"
if verbose:
print(f"[ERROR] {e}")
# Graph & State Updates
memory_text = await self._get_memory_text(client, tool_names)
is_new_location, location = self._did_enter_new_location(
observation, memory_text
)
if is_new_location:
if attempted_action in self.MOVEMENT_ACTIONS:
self.location_logs[previous_location].exits[attempted_action] = (
location
)
self.location_path.append((previous_location, attempted_action))
locations_visited.add(location)
valid_actions = await self._get_valid_actions(client, tool_names)
self.location_logs[location].valid_actions = valid_actions
promising = self._extract_promising_actions(
observation, valid_actions, seed + step
)
self.location_logs[location].promising_actions.update(promising)
# Record action cleanly without an extra LLM call
if tool_name == "play_action":
# Save just the first 120 chars of the outcome to keep context tight
clean_outcome = observation.replace("\n", " ").strip()
short_outcome = clean_outcome[:120] + (
"..." if len(clean_outcome) > 120 else ""
)
self.location_logs[location].action_history.append(
{"action": action, "summary": short_outcome}
)
self.global_history.append(
{
"step": step,
"tool": tool_name,
"args": tool_args,
"result": self._normalize_prompt_text(observation),
}
)
self._update_score(observation)
result_history.append(
(reflection, f"{tool_name}({tool_args})", observation[:100])
)
if self._is_game_over(observation):
if verbose:
print("\n*** GAME OVER ***")
break
return RunResult(
final_score=self.score,
max_score=350,
moves=moves,
locations_visited=locations_visited,
game_completed=self._is_game_over(observation),
history=result_history,
)
def _build_prompt(self, observation: str) -> str:
"""Builds the HUD (Heads-Up Display) layout for the LLM context."""
parts = []
parts.append(f"You are playing: {self.game_name}")
# --- MEMORY BANK ---
parts.append("=== YOUR MEMORY BANK (Global Notes) ===")
parts.append(self.agent_notes)
parts.append("")
# --- GAME STATE ---
parts.append("=== GAME STATE ===")
parts.append(f"Location: {self.current_location}")
parts.append(f"Score: {self.score}")
parts.append(f"Turns spent in this room: {self.steps_in_location}")
if len(self.location_path) > 0:
path_strings = [
f"[{room}] --({direction})-->"
for room, direction in self.location_path[-4:]
]
parts.append(
f"Recent Path: {' '.join(path_strings)} [{self.current_location}]"
)
if (
len(self.location_path) >= 2
and self.location_path[-1][0] == self.current_location
):
parts.append(
"\n[WARNING: You are looping between rooms. Explore a new direction!]"
)
# --- ROOM KNOWLEDGE ---
parts.append("\n=== ROOM KNOWLEDGE ===")
current_log = self.location_logs[self.current_location]
if current_log.exits:
parts.append("Mapped Exits (Already Explored):")
for direction, destination in current_log.exits.items():
parts.append(f"- {direction} leads to {destination}")
parts.append(
"WARNING: Read the room description carefully for unexplored exits!"
)
else:
parts.append("Known Exits: None confirmed yet.")
if current_log.valid_actions:
parts.append(
"\nValid verbs/hints (from game engine): "
+ ", ".join(current_log.valid_actions[:12])
)
if current_log.promising_actions:
# Create a set of everything we've already tried in this room
tried_actions = {
attempt["action"].lower().strip()
for attempt in current_log.action_history
}
# Filter the promising actions
untested_promising = [
action
for action in current_log.promising_actions
if action.lower().strip() not in tried_actions
]
if untested_promising:
parts.append(
"Promising targets to interact with: "
+ ", ".join(untested_promising[:8])
)
else:
parts.append(
"Promising targets: (You have already tried all obvious interactions here. Look for new exits!)"
)
if current_log.action_history:
parts.append("\nThings you've already tried here:")
# Deduplicate history to prevent "A-B-A" spam from wiping context
unique_attempts = {}
for attempt in current_log.action_history:
unique_attempts[attempt["action"]] = attempt["summary"]
# Show the last 6 UNIQUE actions tried in this room
for action, summary in list(unique_attempts.items())[-6:]:
parts.append(f"- '{action}' -> {summary}")
# --- CURRENT OBSERVATION ---
parts.append("\n=== CURRENT OBSERVATION ===")
current_situation = self._normalize_prompt_text(observation)
parts.append(current_situation)
parts.append("\n=== ACTION REQUIRED ===")
parts.append("What is your next move? Output strictly valid JSON.")
print("\n--- PROMPT TO LLM ---")
print("\n".join(parts))
print("--- END OF PROMPT ---\n")
return "\n".join(parts)
def _parse_json_response(
self, response: str, valid_tools: list[str]
) -> tuple[str, str, dict]:
"""Strict JSON parsing to extract reflection, tool, and args."""
reflection = "No reflection provided."
tool_name = "play_action"
tool_args = {"action": "look"}
# Strip out markdown block if the LLM wrapped the JSON
clean_response = response.strip()
if clean_response.startswith("```json"):
clean_response = clean_response[7:]
if clean_response.startswith("```"):
clean_response = clean_response[3:]
if clean_response.endswith("```"):
clean_response = clean_response[:-3]
try:
data = json.loads(clean_response.strip())
reflection = data.get("reflection", reflection)
tool_name = data.get("tool_name", tool_name)
tool_args = data.get("tool_args", tool_args)
if "global_notes" in data:
raw_notes = data["global_notes"]
if isinstance(raw_notes, list):
# If the LLM returned an array, join it into a bulleted string
self.agent_notes = "\n".join(f"- {str(note)}" for note in raw_notes)
elif isinstance(raw_notes, str) and raw_notes.strip():
# If it's a normal string, just strip it
self.agent_notes = raw_notes.strip()
except json.JSONDecodeError:
# Fallback if the model fails to output valid JSON
reflection = f"Failed to parse JSON. Raw output: {response[:100]}..."
print(f"[JSON ERROR] Could not parse: {clean_response}")
return reflection, tool_name, tool_args
def _validate_tool_call(
self, tool_name: str, tool_args: dict, valid_tools: list[str]
) -> tuple[str, dict]:
if tool_name not in valid_tools:
if tool_name in ["action", "do", "command"]:
tool_name = "play_action"
elif tool_name in ["map", "location"]:
tool_name = "get_map"
elif tool_name in ["mem", "state", "status"]:
tool_name = "memory"
elif tool_name in ["inv", "items"]:
tool_name = "inventory"
else:
tool_name = "play_action"
if tool_name == "play_action":
tool_args["action"] = self._normalize_action(
tool_args.get("action", "look")
)
return tool_name, tool_args
def _normalize_action(self, action: str) -> str:
words = action.lower().split()
if words and words[0] in self.INVALID_VERB_MAP:
words[0] = self.INVALID_VERB_MAP[words[0]]
action = " ".join(words)
action = (
action.lower().strip().replace("**", "").replace("*", "").replace("`", "")
)
return " ".join(action.split())
def _normalize_prompt_text(self, text: str) -> str:
if not text:
return ""
normalized = text.replace("\r\n", "\n")
kept_lines = [
line
for line in normalized.split("\n")
if not re.match(r"^\s*\[Score:\s*\d+\s*\|\s*Moves:\s*\d+\]\s*$", line)
]
normalized = "\n".join(kept_lines).strip()
return re.sub(r"\n{3,}", "\n\n", normalized)
def _extract_result(self, result) -> str:
if hasattr(result, "content") and result.content:
return result.content[0].text
if isinstance(result, list) and result:
return result[0].text if hasattr(result[0], "text") else str(result[0])
return str(result)
def _extract_location(self, observation: str, memory_text: str = "") -> str:
# 1. First, try to get the exact location from the memory text
if memory_text:
match = re.search(r"-\s*Location:\s*(.+)", memory_text)
if match and match.group(1).strip():
raw_loc = match.group(1).strip()
# USE YOUR NEW METHOD HERE:
return self._normalize_location(raw_loc)
# 2. Fallback to guessing from the observation text
if not observation:
return "Unknown"
lines = [line.strip() for line in observation.split("\n") if line.strip()]
if not lines:
return "Unknown"
if lines[0].startswith("[") and self.current_location:
return self.current_location
return lines[0]
def _did_enter_new_location(
self, observation: str, memory_text: str = ""
) -> tuple[bool, str]:
location = self._extract_location(observation, memory_text)
if location != self.current_location:
self.current_location = location
self.steps_in_location = 0
return True, location
self.steps_in_location += 1
return False, location
async def _get_valid_actions(self, client, tool_names: list[str]) -> list[str]:
if "get_valid_actions" not in tool_names:
return []
try:
raw = await client.call_tool("get_valid_actions", {})
text = self._extract_result(raw)
except Exception:
return []
actions = []
for line in text.split("\n"):
if line.strip().startswith("-"):
action = line.strip()[1:].strip().lower()
if action and action not in actions:
actions.append(action)
return actions
async def _get_memory_text(self, client, tool_names: list[str]) -> str:
if "memory" not in tool_names:
return ""
try:
raw = await client.call_tool("memory", {})
return self._extract_result(raw)
except Exception:
return ""
def _extract_promising_actions(
self, observation: str, valid_actions: list[str], seed: int
) -> list[str]:
valid_hint = ", ".join(valid_actions[:30]) if valid_actions else ""
extraction_prompt = f"""
Look for affordances in the observation below.
Output ONLY a JSON array of promising text-adventure commands.
CRITICAL RULES:
1. If the text mentions doorways, passages, or tunnels in specific directions (north, south, east, west, up, down, northeast, etc.), YOU MUST INCLUDE THOSE DIRECTIONS as commands (e.g., ["north", "southwest"]).
2. Ignore nonsensical actions like "eat pants" or "put torch across wall".
Observation:
{observation[:800]}
"""
actions: list[str] = []
try:
response = call_llm(
prompt=extraction_prompt,
system_prompt="You extract promising text-adventure commands and return strict JSON arrays. Output nothing else.",
seed=seed,
max_tokens=100,
)
# Strip markdown if present
clean_resp = response.strip()
if clean_resp.startswith("```json"):
clean_resp = clean_resp[7:]
if clean_resp.startswith("```"):
clean_resp = clean_resp[3:]
if clean_resp.endswith("```"):
clean_resp = clean_resp[:-3]
parsed = json.loads(clean_resp.strip())
if isinstance(parsed, list):
for item in parsed:
if isinstance(item, str) and item.strip():
actions.append(item.strip().lower())
except Exception:
pass
if not actions and valid_actions:
priorities = [
"open mailbox",
"take lamp",
"examine",
"read",
"north",
"south",
"east",
"west",
"up",
"down",
]
for candidate in priorities:
for valid_action in valid_actions:
if candidate in valid_action and valid_action not in actions:
actions.append(valid_action)
break
if len(actions) >= 5:
break
normalized_actions = []
for action in actions:
if (
action.strip().lower()
and action.strip().lower() not in normalized_actions
):
normalized_actions.append(action.strip().lower())
return normalized_actions[:5]
def _update_score(self, text: str) -> None:
for pattern in self.SCORE_PATTERNS:
match = re.search(pattern, text, re.IGNORECASE)
if match:
self.score = max(self.score, int(match.group(1)))
def _is_game_over(self, text: str) -> bool:
text_lower = text.lower()
return any(phrase in text_lower for phrase in self.GAME_OVER_PHRASES)
def _normalize_location(self, raw_location) -> str:
"""Normalize Jericho location object/string to a clean room name."""
if raw_location is None:
return "Unknown"
name_attr = getattr(raw_location, "name", None)
if isinstance(name_attr, str) and name_attr.strip():
return name_attr.strip()
text = str(raw_location).strip()
if not text:
return "Unknown"
# Jericho object repr format example:
# Obj93: Outside Parent0 Sibling0 Child87 Attributes ...
match = re.search(r":\s*(.+?)\s+Parent\d+", text)
if match:
candidate = match.group(1).strip()
if candidate:
return candidate
if ":" in text:
candidate = text.split(":", 1)[1].strip()
if candidate:
return candidate.split()[0]
return text
# =============================================================================
# Local Testing
# =============================================================================
async def test_agent():
from fastmcp import Client
agent = StudentAgent()
async with Client("mcp_server.py") as client:
result = await agent.run(
client=client,
game="zork1",
max_steps=20,
seed=42,
verbose=True,
)
print(f"\n{'=' * 50}")
print(f"Final Score: {result.final_score}")
print(f"Moves: {result.moves}")
print(f"Locations: {len(result.locations_visited)}")
if __name__ == "__main__":
import asyncio
asyncio.run(test_agent()) |