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AIDScripting/README.md
2021-10-07 07:50:26 -06:00

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Scripting

Custom scripts on AI Dungeon scenarios allow you to modify the memory, input, and output as well as keep track of custom state objects that might be relevant for your adventure. You can write custom scripts in Javascript by going to the "Scripts" section while on web on the edit scenario page. For security reasons some Javascript functionality is locked down however. Submit a request if there is functionality you would like opened up and we can look into it.

Examples

You can check out some examples for how to use scripting here. We also have user contributed scripts here.

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https://www.codecademy.com/courses/introduction-to-javascript

History

You have access to (but can't modify) the history object which is a list of the previous actions of the player and of the AI, including the action type.

Memory

You have access to (but can't modify) the memory object which is the current user defined memory. You can modify the memory the game uses by settings the state.memory.context value. This will replace the user defined memory. You can also set state.memory.frontMemory, which will include whatever is there in front of even the last action when it's fed into the model, but still not display it to the user.

Author's Note

You can set state.memory.authorsNote to provide a piece of text that will always be injected three lines back in the game history. This will not be shown to the user, but the AI will see it.

As an example, if you set state.memory.authorsNote to the following paragraphs are scary., the AI will see [Author's note: the following paragraphs are scary.] three lines back, causing it to be more likely to generate scary text. Another example could be a dragon will show up soon or the player will soon receive a quest.

Modifiers

Shared Library

Prepended to the start of the other three scripts before execution so that you can share code between all three.

Input Modifier

Called each time the player gives an input and has the opportunity to modify that input. When inside of an Input Modifier, you can return stop: true in order to stop processing——see examples/commandParser.js. Setting stop: true is important to make sure that you only spend energy for users when you need to.

Context Modifier

Called each time the AI model is about to receive input and has the opportunity to modify that input (by up to a 75% edit distance change). When inside of a Context Modifier, you can return stop: true in order to stop processing.

Output Modifier

Called each time the model generates an output and has the opportunity to modify that output.

World Info

You can read from the worldInfo parameter (same as world info that you can set on the scenario)

You can modify worldInfo with the below functions

  • addWorldEntry(keys, entry, isNotHidden = false)
  • removeWorldEntry(index)
  • updateWorldEntry(index, keys, entry, isNotHidden = false)

State

The state variable can be used to store information that's persistent across function calls/modifiers.

  • The state.message, if provided, can be a string that will be displayed as an alert in the game. When in 3rd person mode, state.message can also be an object (or an array of objects) with a list of the multiplayer character names who should see the message. E.g., [{ text: 'Only you can see this!', visibleTo: ['Sam', 'Jane']}]

  • The state.memory.context value will replace the user defined memory if it exists

  • state.displayStats takes an array of objects [{key, value, color}] which will be displayed for users in the score section as [key]: [value] in the preferred color (defaults to user color). See https://github.com/latitudegames/Scripting/blob/master/examples/showTextLength.js for an example.

  • state.inventory takes an array of objects [{name, quantity}] which will be make the inventory option available in the adventure menu (right). For now, this just displays all items and thier quantities from the inventory. See https://github.com/latitudegames/Scripting/blob/master/examples/addSimpleInventory.js for an example.

  • state.skills is a dictionary {...values, skill(str):level(int)}. A value in state.skills will enable the skills overlay in the adventure menu. The skills overlay allows players to allocate skillPoints or learn random skills which can be set with the following parameters:

  • state.stats is a dictionary stats: {stats:{..., statName:{level, cost}}, statPoints}. This opens the stats overlay in adventure menu allowing players to allocate statPoints at cost. See https://github.com/latitudegames/Scripting/blob/master/examples/stats.js for examples.

  • You can set any variable on state to store and modify adventures throughout an adventure.

Console

console.log("Some message") will log messages that you can see in the scripting console

Info

info contains some useful values, depending on which modifier you're in.

All modifiers have access to:

  • info.actionCount, the number of actions in the adventure so far.
  • info.characters, an array of character info, currently each object has one key of name. E.g., { name: "Sam" }.

When in a Context Modifier:Go

  • info.memoryLength, the length of the memory portion of text (if any).
  • info.maxChars, the total allowed length of the context after which it will be truncated.

Last Model Input (LMI)

Clicking on the brain icon in the scripting interface will open LMI, in which you can see the last context the AI was provided, the console, and the state.