0.1.5 • Published 1 year ago

@0xspencer/ready-agent-one v0.1.5

Weekly downloads
-
License
MIT
Repository
github
Last release
1 year ago

ready-agent-one

ready-agent-one is a framework for giving AI agents a novel way to interact meaningfully in a game world. It provides a structure to handle world (server) ticks and world events, allowing you to easily manage, customize, and process game events involving players.

It's purpose is to define a standard (and provide necessary tooling to work within that standard) to intercept in-game world information and events with the purpose of controlling agent prompting and extending behavior beyond typical action schemas.

Features

  • World Ticks: Keep track of ongoing gameplay and player statuses.
  • World Events: Trigger specific game actions such as player entry, exit, or winning events.
  • Custom Events: Specify custom world events from the game.
  • Customizable Callbacks: Easily register and trigger event handlers for various game actions.
  • TypeScript Support: Fully typed API to ensure reliability and clarity

Installation

To install ready-agent-one, run the following command:

npm install ready-agent-one

Usage

  1. Importing the library
import { tryParseWorldMessage, setOnWorldTickCallback, registerEventAction } from 'ready-agent-one';
import { PLAYER_ENTER_EVENT, PLAYER_EXIT_EVENT } from 'ready-agent-one/dist/types/sharedTypes';
  1. Set up the world tick handler
setOnWorldTickCallback((message) => {
  const presentPlayers = message.players;

  agent.updateWorldInfo(`Present players: ${presentPlayers.map(player => player.username).join(', ');}`)
});
  1. Register event actions
registerEventAction(PLAYER_ENTER_EVENT, (data) => {
  console.log('Player entered:', data.username);

  // handle agent response for player entering a zone (eg: award player with an NFT or a Superfluid stream)
  agent.promptSuperfluidStream(data.username, data.walletAddress);
});

registerEventAction(PLAYER_EXIT_EVENT, (data) => {
  console.log('Player exited:', data.username);

  // handle agent response for player exiting a zone (eg: stop a Superfluid stream)
});
  1. Parse incoming game messages You can parse game messages (either world ticks or events) using tryParseWorldMessage:
const messageFromGame = {
  text: 'WORLD_TICK',
  players: [{ userId: '1234', username: 'Player1' }],
};

const parseSuccessful = tryParseWorldMessage(messageFromGame); // Triggers onWorldTick callback

if (!parseSuccessful) {
    // if parse not successful, this is not a world message, and the agent can reply as they please
} else {
  agent.respond(messageFromGame);
}

API

tryParseWorldMessage(json: any): json is WorldMessage Parses an incoming game message and triggers the appropriate callbacks based on whether it's a WORLD_TICK or WORLD_EVENT.

Parameters:

  • json: The incoming message (can be either a world tick or world event). Returns:
  • true if the message was successfully parsed and processed.
  • false if the message does not match a valid WORLD_TICK or WORLD_EVENT.

setOnWorldTickCallback(callback: (message: WorldTick) => void): void Sets a callback function that will be called whenever a WORLD_TICK message is received.

Parameters:

  • callback: The function to call when a world tick message is received. It receives the parsed WorldTick.

registerEventAction(eventName: EventName, callback: EventCallback): void Registers an action callback for a specific event.

Parameters:

  • eventName: The name of the event to listen for (e.g., PLAYER_ENTER).
  • callback: The function to call when the event is triggered. It receives the eventData associated with the event.

Types

WorldTick Represents a world tick message that contains player information.

{
  text: "WORLD_TICK";
  players: Player[];
}

WorldEvent Represents a world event message. There are different types of events, such as PLAYER_ENTER, PLAYER_EXIT, and PLAYER_WON. You can also specify a custom event and eventData.

{
  text: "WORLD_EVENT";
  event: EventName;
  eventData: object;
}

Player Represents a player object with a userId and username.

{
  userId: string;
  username: string;
}

Standard

The ready-agent-one standard supports 2 primary messages, defined as WorldMessages:

  • WorldTick
  • WorldEvent

It boils down to defining a message and a callback to that method. The event callback then decides if the message context is appropriate to pass to the agent.

WorldTick

The WorldTick is a message sent from the game authority (usually the game server) on a specified interval to inform the agent of the current game state. Currently it supports a list of active players, but its interface is extendible.

WorldEvent

The WorldEvent message is sent whenever something noteworthy happens in game. It contains a unique EventName that identifies the context of the event. Furthermore, it contains an eventData object with additional context on the event.

Below are the currently supported events, with eventData contexts: | Event | Event Data | | -------- | ------- | | PLAYER_ENTER | { player: Player, zoneId: string } | | PLAYER_EXIT | { player: Player, zoneId: string } | | PLAYER_WON | { player: Player, score: numer, game: string } | | GAME_COMPLETED_EVENT | { rank: Player[], game: string } |

While some events are standardized and included in this package, any event name can be manually added and configured (as long as the game supports it).

registerEventAction("CUSTOM_EVENT_NAME", OnCustomEventCallback)

Testing

npm test

Roadmap

  • Python package
  • Node/Python package for three.js and pygame game servers for easy message sending
  • Extending functionality and events
0.1.5

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