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gossamer.js
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gossamer.js
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const allChars = {};
const allHomes = [];
const allBusinesses = [];
const allShips = {};
const allActions = {};
const allSiftingPatterns = [
{
name: "paying rudeness unto rudeness",
where: ["?e1 tag rude", "?e1 actor ?rudeChar", "?e1 target ?target",
"?e2 tag rude", "?e2 actor ?rudeChar", "?e2 target ?target",
"?e3 tag rude", "?e3 actor ?retaliator", "?e3 target ?rudeChar",
"(< ?e1 ?e2 ?e3)"]
},
{
name: "an unrequited crush",
where: ["?e1 tag flirty", "?e1 actor ?crusher", "?e1 target ?crushee",
"?e2 tag flirty", "?e2 actor ?crusher", "?e2 target ?crushee",
"(< ?e1 ?e2)",
`(not-join [?crusher ?crushee]
[?e3 "actor" ?crushee] [?e3 "target" ?crusher] [?e3 "tag" "flirty"] [(< ?e2 ?e3)])`]
},
{
name: "mutual romantic interest",
where: ["?e1 tag flirty", "?e1 actor ?c1", "?e1 target ?c2",
"?e2 tag flirty", "?e2 actor ?c2", "?e2 target ?c1",
"(< ?e1 ?e2)"]
},
{
name: "undirected flirtatiousness",
where: ["?e1 tag flirty", "?e1 actor ?flirtyChar", "?e1 target ?target1",
"?e2 tag flirty", "?e2 actor ?flirtyChar", "?e2 target ?target2",
"(not= ?target1 ?target2)",
"(< ?e1 ?e2)"]
},
];
// Compile sifting patterns for faster execution later.
for (let i = 0; i < allSiftingPatterns.length; i++) {
const uncompiledPattern = allSiftingPatterns[i];
const compiledPattern = parseSiftingPattern(uncompiledPattern.where);
compiledPattern.name = uncompiledPattern.name;
allSiftingPatterns[i] = compiledPattern;
}
const charDBSchema = {
bystander: {":db/cardinality": ":db.cardinality/many"},
tag: {":db/cardinality": ":db.cardinality/many"}
};
let nextTick = 0;
function doTicks(n) {
const finalTick = nextTick + n;
for (; nextTick < finalTick; nextTick++) {
tick(nextTick);
}
}
let lastID = -1;
function genID(prefix) {
lastID += 1;
return prefix + lastID;
}
function getOrCreateShip(c1, c2) {
if (typeof c1 !== "string") throw Error("bad char ID " + c1);
if (typeof c2 !== "string") throw Error("bad char ID " + c2);
if (!allShips[c1]) allShips[c1] = {};
if (!allShips[c1][c2]) allShips[c1][c2] = {
type: "ship", src: c1, dst: c2, directInteractions: 0,
charge: 0, spark: 0,
chargeDelta: randNth([-28, -14, -7, -7, 7, 7, 7, 14, 14, 28]),
sparkDelta: randNth([-28, -14, -14, -7, -7, -7, 7, 7, 14, 28])
};
return allShips[c1][c2];
}
function includesAttraction(ship) {
return ship.spark >= 20;
}
function includesLiking(ship) {
return ship.charge >= 20;
}
function includesAnimosity(ship) {
return ship.charge <= -20;
}
function positiveFeeling(c1, c2) {
const ship = getOrCreateShip(c1, c2);
return Math.max(0, ship.charge) + Math.max(0, ship.spark);
}
function charSalience(c1, c2) {
if (c1 === c2) return 250; // salience of self = salience of maximally liked person + 30
const ship = getOrCreateShip(c1, c2);
return Math.abs(ship.charge) + Math.max(0, ship.spark) + Math.min(ship.directInteractions, 20);
}
function memorySalience(c, memory) {
const actorSalience = charSalience(c, memory.actor);
const targetSalience = memory.target ? charSalience(c, memory.target) : 0;
return actorSalience + targetSalience;
}
function getAllMemories(c) {
const db = allChars[c].memories;
const datoms = datascript.q(`[:find ?e :where [?e "type" "memory"]]`, db);
return datoms.map(datom => {
const memory = getEntity(db, datom[0]);
// Wrap tag and bystander values in an array if they aren't already
if (typeof memory.tag === "string") memory.tag = [memory.tag];
if (typeof memory.bystander === "string") memory.bystander = [memory.bystander];
return memory;
});
}
function loveInterest(c) {
return Object.values(allShips[c]).sort((a,b) => { return b.spark - a.spark; })[0];
}
function bestFriend(c) {
return Object.values(allShips[c]).sort((a,b) => { return b.charge - a.charge; })[0];
}
function worstEnemy(c) {
return Object.values(allShips[c]).sort((a,b) => { return a.charge - b.charge; })[0];
}
function wouldInviteToHangOut(c1, c2) {
const ship = getOrCreateShip(c1, c2);
return includesAttraction(ship) || includesLiking(ship);
}
function directInteractionHistory(c1, c2) {
return Object.values(allActions).filter(action => {
return (action.actor === c1 && action.target === c2) ||
(action.actor === c2 && action.target === c1);
});
}
function addMemory(charID, memory) {
const addMemoryTx = [];
for (const [key, val] of Object.entries(memory)) {
if (key === "tags") {
for (const tag of val) {
addMemoryTx.push([":db/add", -1, "tag", tag]);
}
}
else if (key === "bystanders") {
for (const bystander of val) {
addMemoryTx.push([":db/add", -1, "bystander", bystander]);
}
}
else {
addMemoryTx.push([":db/add", -1, key, val]);
}
}
const char = allChars[charID];
char.memories = datascript.db_with(char.memories, addMemoryTx);
}
function reinforceMemory(charID, memory) {
const char = allChars[charID];
const newStrength = memory.strength + memorySalience(charID, memory);
const strengthenMemoryTx = [
[":db/add", memory[":db/id"], "strength", newStrength],
[":db/add", memory[":db/id"], "ruminationCount", (memory.ruminationCount || 0) + 1]
];
char.memories = datascript.db_with(char.memories, strengthenMemoryTx);
}
const tagMutationRates = {
// chat tags
flirty: {friendly: 10, neutral: 10, rude: 5},
friendly: {flirty: 10, neutral: 10, rude: 5},
neutral: {flirty: 5, friendly: 5, rude: 5},
rude: {neutral: 10, friendly: 5, flirty: 5},
// work tags
diligent: {adequate: 10, lazy: 5},
adequate: {diligent: 10, lazy: 10},
lazy: {adequate: 10, diligent: 5},
// vibe tags
relaxed: {okay: 10, lonely: 5},
okay: {relaxed: 10, lonely: 10},
lonely: {okay: 10, relaxed: 5}
};
for (const [tag, rates] of Object.entries(tagMutationRates)) {
rates[tag] = 100 - sum(Object.values(rates));
}
function maybeMutate(memory) {
if (memory.tags) {
// Stochastically mutate individual tags.
memory.tags = distinct(memory.tags.map(tag => {
const mutationRates = tagMutationRates[tag];
return mutationRates ? weightedChoice(mutationRates) : tag;
}));
}
if (memory.provenance !== "involved" && memory.target && chance(0.1)) {
// Swap the actor and the target.
[memory.actor, memory.target] = [memory.target, memory.actor];
}
}
function startup(castSize) {
// Generate some homes. For simplicity we'll assume everyone lives with random housemates,
// so the assignment of people to homes doesn't have to consider interpersonal relationships.
for (let i = 0; i < castSize / 3; i++) {
allHomes.push(genID("H"));
}
// Generate some businesses.
for (let i = 0; i < castSize / 10; i++) {
allBusinesses.push(genID("B"));
}
// Generate two day indices for majority and minority religious observances.
// If these happen to be the same day it's fine, we'll just treat it as a monoreligious town.
const majoritySabbath = randNth([5, 6]); // always a weekend day
const minoritySabbath = randNth([0, 1, 2, 3, 4, 5, 6]); // could be anywhen
// Generate a cast of characters.
for (let i = 0; i < castSize; i++) {
const id = genID("C");
const char = {
type: "char", id: id, home: randNth(allHomes),
memories: datascript.empty_db(charDBSchema)
};
allChars[id] = char;
// Give the character one or two favorite places to hang out.
const businessA = randNth(allBusinesses);
const businessB = randNth(allBusinesses);
char.favHangouts = randNth([
[char.home], [businessA], [char.home, businessA], [businessA, businessB]
]);
// Generate a schedule that tells the character when to do which things.
const isStudent = chance(0.5);
const isWorker = chance(0.75);
const isReligious = chance(0.25);
// ...weekday portion of schedule
const weekdayActivities = ["leisure"];
if (isStudent) {
weekdayActivities.push("school");
weekdayActivities.push("school");
}
if (isWorker) {
weekdayActivities.push("work");
weekdayActivities.push("work");
}
const schedule = [];
for (let j = 0; j < 5; j++) {
schedule.push(randNth(weekdayActivities));
}
// ...weekend portion of schedule
const weekendActivities = ["leisure"];
if (isWorker) weekendActivities.push("work");
for (let j = 0; j < 2; j++) {
schedule.push(randNth(weekendActivities));
}
// ...religion portion of schedule
if (isReligious) {
const sabbath = chance(0.75) ? majoritySabbath : minoritySabbath;
schedule[sabbath] = "church";
}
// ...assign final schedule to char
char.schedule = schedule;
// If this character is a worker, assign them a workplace.
if (isWorker) char.workplace = randNth(allBusinesses);
}
}
function tick(day) {
const weekday = day % 7;
console.log("DAY", day, "WEEKDAY", weekday);
const newActions = [];
// PHASE 1: PLACEMENT
// Generate a whereabouts entry for every character, based on their schedule
// and on some other stuff in the case of leisure activities.
// Every item in `whereabouts` is an object with at least:
// – A `who` key: the ID of the char whose whereabouts this entry describes
// - A `where` key: the place where this char is located
const placementPhaseStartTime = performance.now();
const whereabouts = [];
for (const char of Object.values(allChars)) {
const basicActivity = char.schedule[weekday];
if (basicActivity === "school" || basicActivity === "church") {
whereabouts.push({who: char.id, where: basicActivity});
}
else if (basicActivity === "work") {
// FIXME Maybe put workers in their workplaces *first*,
// so that we can check which businesses are staffed later when picking leisure activities?
whereabouts.push({who: char.id, where: char.workplace, role: "worker"});
}
else if (basicActivity === "leisure") {
// Generate possible invites to hang out:
// any previously locked-in char who is doing leisure and considers this char a friend.
// FIXME This is probably slow, maybe remove it if it's causing problems?
const possibleInvites = whereabouts.filter(wa => {
return wa.where !== "school" && wa.where !== "church" && wa.role !== "worker"
&& wouldInviteToHangOut(wa.who, char.id);
});
// Randomly pick a possible leisure activity to do.
// FIXME This logic could be made a lot more sophisticated, especially if we introduce
// character personality traits like extroversion.
if (possibleInvites.length > 0 && chance(0.5)) {
// Accept an invitation to hang out.
// Prefer invites from chars that this char feels most positively about.
const invitesByVibes = possibleInvites.sort((a, b) => {
return positiveFeeling(char.id, b.who) - positiveFeeling(char.id, a.who);
});
const invite = biasedRandNth(invitesByVibes, 10);
whereabouts.push({who: char.id, where: invite.where, invitedBy: invite.who});
// Add this invitation to the record of all actions.
const inviteAction = {
type: "action", id: genID("A"),
actionType: "invite", actor: invite.who, target: char.id, day: day
};
newActions.push(inviteAction);
allActions[inviteAction.id] = inviteAction;
}
else {
// Head to either a public hangout spot or home.
// FIXME Personality should probably play a role here too. Some characters will already
// end up looking like homebodies because they have home as one of their fav places,
// but ideally there should also be chars that almost *never* stay home.
let place = char.home; // stay home by default
if (chance(0.33)) place = randNth(char.favHangouts); // maybe pick one of char's fav places
else if (chance(0.33)) place = randNth(allBusinesses); // or a random non-home public place
whereabouts.push({who: char.id, where: place});
}
}
else {
console.error("bad schedule entry", basicActivity, char, weekday);
}
}
const whereaboutsByPlace = groupBy(wa => wa.where, whereabouts);
console.log("placement phase took", performance.now() - placementPhaseStartTime, "ms");
console.log("whereabouts", whereabouts);
console.log("whereaboutsByPlace", whereaboutsByPlace);
// PHASE 2: ACTION
// For every location:
// - Gather the characters who are there.
// - Generate actions between them. For now, every character gets to act once.
const actionPhaseStartTime = performance.now();
for (const [place, localCast] of Object.entries(whereaboutsByPlace)) {
const isAlone = localCast.length === 1;
for (const charInfo of localCast) {
const char = allChars[charInfo.who];
const otherCharIDs = localCast.map(ci => ci.who).filter(id => id !== charInfo.who);
const memories = getAllMemories(char.id); // prefetch memories; many action types use them
// Things that a character might do:
if (!isAlone && chance(0.1)) {
// BROADCAST ACTIONS
// TODO
}
else if (!isAlone && chance(0.75)) {
// DYADIC ACTIONS
// Decide who to interact with from all the nearby chars.
// Prefer chars the actor feels more positively about overall.
const otherCharsByVibes = otherCharIDs.sort((a, b) => {
return positiveFeeling(char.id, b) - positiveFeeling(char.id, a);
});
const targetCharID = biasedRandNth(otherCharsByVibes, 10);
const targetShip = getOrCreateShip(char.id, targetCharID);
const action = {
type: "action", id: genID("A"),
actionType: "chat", actor: char.id, target: targetShip.dst, place: place, day: day,
bystanders: otherCharIDs.filter(id => id !== targetShip.dst)
};
// Figure out the actor's *intended* tone.
// FIXME Maybe every char should also have a *default tone* that's always added?
const possibleTones = ["neutral"];
if (includesAttraction(targetShip)) possibleTones.push("flirty");
if (includesLiking(targetShip)) possibleTones.push("friendly");
if (includesAnimosity(targetShip)) possibleTones.push("rude");
const intendedTones = shuffle(possibleTones).slice(0, chance(0.75) ? 1 : 2);
action.tags = intendedTones;
// If this is the first direct interaction between these chars, mark it as an introduction.
if (targetShip.directInteractions === 0) action.tags.push("introduction");
// If there are any memories for the actor to share, pick one at random and share it.
// FIXME Use salience to pick which memory to share?
if (memories.length > 0) {
const originalMemory = randNth(memories);
reinforceMemory(char.id, originalMemory); // Sharing a memory reinforces it
const sharedMemory = clone(originalMemory);
sharedMemory.provenance = char.id;
sharedMemory.strength = memorySalience(targetCharID, sharedMemory);
delete sharedMemory[":db/id"];
addMemory(targetCharID, sharedMemory);
action.memory = originalMemory[":db/id"];
}
// Increment direct interactions counter in both directions,
// and mark both ships as having just been "refreshed" so we don't decay them this turn.
targetShip.directInteractions += 1;
targetShip.wasJustRefreshed = true;
const reverseShip = getOrCreateShip(targetShip.dst, targetShip.src);
reverseShip.directInteractions += 1;
reverseShip.wasJustRefreshed = true;
// Add this char's action to the list of new actions to process...
newActions.push(action);
// ...and to the table of every action ever.
allActions[action.id] = action;
}
else {
// SOLO ACTIONS
if (charInfo.role === "worker" && chance(0.75)) {
// Perform some sort of work action.
const workAction = {
type: "action", id: genID("A"),
actionType: "work", actor: char.id, place: place, day: day,
bystanders: otherCharIDs,
tags: [randNth(["diligent", "adequate", "lazy"])]
};
newActions.push(workAction);
allActions[workAction.id] = workAction;
}
else if (memories.length > 0 && chance(0.5)) {
// Ruminate on a random memory, reinforcing it. FIXME Prefer more salient memories?
const memory = randNth(memories);
reinforceMemory(char.id, memory);
const ruminateAction = {
type: "action", id: genID("A"),
actionType: "ruminate", actor: char.id, place: place, day: day,
bystanders: otherCharIDs, memory: memory[":db/id"]
};
newActions.push(ruminateAction);
allActions[ruminateAction.id] = ruminateAction;
}
else {
// Just vibe???
const vibeAction = {
type: "action", id: genID("A"),
actionType: "vibe", actor: char.id, place: place, day: day,
bystanders: otherCharIDs,
tags: [randNth(["relaxed", "okay", "lonely"])]
};
newActions.push(vibeAction);
allActions[vibeAction.id] = vibeAction;
}
}
}
}
console.log("action phase took", performance.now() - actionPhaseStartTime, "ms");
console.log("newActions", newActions);
// PHASE 3: OBSERVATION
// For every action, add memories to present characters.
const observationPhaseStartTime = performance.now();
for (const action of newActions) {
// Add memory to actor.
const actorMemory = clone(action);
actorMemory.type = "memory";
actorMemory.action = action.id;
actorMemory.provenance = "involved";
actorMemory.strength = memorySalience(action.actor, actorMemory);
addMemory(action.actor, actorMemory);
// Add memory to target, if any.
if (action.target) {
const targetMemory = clone(actorMemory);
targetMemory.strength = memorySalience(action.target, targetMemory);
maybeMutate(targetMemory);
addMemory(action.target, targetMemory);
}
// Stochastically add memory to bystanders, if any.
for (const bystander of action.bystanders || []) {
if (chance(0.5)) continue; // FIXME Use salience to determine chance of witnessing?
const bystanderMemory = clone(actorMemory);
bystanderMemory.provenance = "bystander";
bystanderMemory.strength = memorySalience(bystander, bystanderMemory);
maybeMutate(bystanderMemory);
addMemory(bystander, bystanderMemory);
}
}
console.log("observation phase took", performance.now() - observationPhaseStartTime, "ms");
// PHASE 4: REFLECTION
// For every character:
// - Run sifting patterns to update stories.
// - Update relationship scores based on active memories(/stories)?
// - Decay charge values, spark values, and memories(/stories).
const reflectionPhaseStartTime = performance.now();
for (const char of Object.values(allChars)) {
// Run sifting patterns to update stories.
for (const pattern of allSiftingPatterns) { // FIXME Use only this char's patterns?
const rawMatches = datascript.q(pattern.query, char.memories);
if (rawMatches.length === 0) continue;
const matches = rawMatches.map(rawMatch => {
const match = {};
for (let i = 0; i < pattern.lvars.length; i++) {
match[pattern.lvars[i]] = rawMatch[i];
}
return match;
});
console.log("STORY", char.id, pattern.name, matches);
// TODO
}
// Update relationships.
for (const ship of Object.values(allShips[char.id] || {})) {
if (ship.wasJustRefreshed) {
// If this ship was just refreshed by a direct interaction,
// adjust charge and spark upward by appropriate amounts.
ship.charge = fairmath({to: ship.charge, add: ship.chargeDelta, min: -100, max: 100});
ship.spark = fairmath({to: ship.spark, add: ship.sparkDelta, min: -100, max: 100});
// Remove the just-refreshed marker for the next timestep.
delete ship.wasJustRefreshed;
}
else {
// Decay charge toward zero by a constant decay factor, just like Talk of the Town.
// Technically we're using fairmath, so the decay is proportional to the amount of charge.
const chargeDecaySign = ship.charge > 0 ? -1 : +1;
const chargeDecayAmount = 1 * chargeDecaySign;
ship.charge = fairmath({to: ship.charge, add: chargeDecayAmount, min: -100, max: 100});
// Decay spark toward zero in the same way.
// Talk of the Town decays spark *increment* (our `sparkDelta`) rather than spark itself,
// in order to make romantic feelings emerge quickly and then gradually settle
// at a persistent level rather than decaying – but IDK if I like this,
// so I'm making charge and spark decay identically for now.
const sparkDecaySign = ship.spark > 0 ? -1 : +1;
const sparkDecayAmount = 1 * sparkDecaySign;
ship.spark = fairmath({to: ship.spark, add: sparkDecayAmount, min: -100, max: 100});
}
}
// Decay memories. FIXME Stories too?
const decayMemoriesTx = [];
const allMemories = datascript.q(
`[:find ?id ?strength :where [?id "type" "memory"] [?id "strength" ?strength]]`,
char.memories
);
for (const [memoryID, memoryStrength] of allMemories) {
const newStrength = memoryStrength - 10;
if (newStrength > 0) {
decayMemoriesTx.push([":db/add", memoryID, "strength", newStrength]);
}
else {
decayMemoriesTx.push([":db/retractEntity", memoryID]);
}
}
char.memories = datascript.db_with(char.memories, decayMemoriesTx);
}
console.log("reflection phase took", performance.now() - reflectionPhaseStartTime, "ms");
}