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Adding infinite sampling functionality + updating lm code to take multiple prompts
Browse files- Added some basic ability to continue building the level and iteratively sampling
- Added a change in lm.py that allows for multiple prompts to be passed in
After pressing generate level button we get two sample options:

After pressing "Sample Choice 1", it appends the new portion to the existing level

Right now its far from a perfect implementation as I just hard coded the number of samples + buttons, but this lets us mix and match prompts while generating the level, which is cool.
Let me know what you think :)
- app.py +105 -23
- mario_gpt/lm.py +1 -1
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@@ -46,25 +46,79 @@ def make_html_file(generated_level):
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</html>''')
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return f"demo-{unique_id}.html"
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def
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prompts=prompts,
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num_steps=level_size,
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temperature=temperature,
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use_tqdm=True
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)
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gradio_html = f'''<div>
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<iframe width=512 height=512 style="margin: 0 auto" src="static/{filename}"></iframe>
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<p style="text-align:center">Press the arrow keys to move. Press <code>a</code> to run, <code>s</code> to jump and <code>d</code> to shoot fireflowers</p>
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</div>'''
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return
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with gr.Blocks().queue() as demo:
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gr.Markdown('''### Playable demo for MarioGPT: Open-Ended Text2Level Generation through Large Language Models
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with gr.Accordion(label="Advanced settings", open=False):
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temperature = gr.Number(value=2.0, label="temperature: Increase these for more diverse, but lower quality, generations")
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level_size = gr.Number(value=
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with gr.Row():
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with gr.Box():
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level_play = gr.HTML()
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level_image = gr.Image()
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gr.Examples(
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examples=[
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["many", "many", "some", "high"],
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["no", "some", "many", "high", 2.0],
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["many", "many", "little", "low", 2.
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["no", "no", "many", "high", 2.
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],
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inputs=[pipes, enemies, blocks, elevation],
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outputs=[level_image, level_play],
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fn=
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cache_examples=True,
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)
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app.mount("/static", StaticFiles(directory="static", html=True), name="static")
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app = gr.mount_gradio_app(app, demo, "/", gradio_api_url="http://localhost:7860/")
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uvicorn.run(app, host="0.0.0.0", port=7860)
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</html>''')
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return f"demo-{unique_id}.html"
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def trim_level(level):
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mod = level.shape[-1] % 14
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if mod > 0:
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return level[:, :-mod]
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return level
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def reset_state(seed_state):
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length = len(seed_state)
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print(f"Resetting state with {length} levels!")
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for _ in range(length):
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seed_state.pop()
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def _generate_level(prompts, seed, level_size, temperature):
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print(f"Using prompts: {prompts}")
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generated_levels = mario_lm.sample(
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prompts=prompts,
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num_steps=level_size,
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temperature=temperature,
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use_tqdm=True,
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seed = seed
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)
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generated_levels = trim_level(generated_levels)
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return generated_levels
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def _make_gradio_html(level):
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filename = make_html_file(level)
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gradio_html = f'''<div>
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<iframe width=512 height=512 style="margin: 0 auto" src="static/{filename}"></iframe>
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<p style="text-align:center">Press the arrow keys to move. Press <code>a</code> to run, <code>s</code> to jump and <code>d</code> to shoot fireflowers</p>
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</div>'''
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return gradio_html
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def initialize_generate(pipes, enemies, blocks, elevation, temperature = 2.4, level_size = 1400):
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prompts = [f"{pipes} pipes, {enemies} enemies, {blocks} blocks, {elevation} elevation"]
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generated_levels = _generate_level(prompts, None, level_size, temperature)
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level = generated_levels.squeeze().detach().cpu()
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img = convert_level_to_png(level, TILE_DIR, mario_lm.tokenizer)[0]
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return [img, _make_gradio_html(level)]
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def generate_choices(pipes, enemies, blocks, elevation, temperature = 2.4, level_size = 1400, prompt = "", seed_state = []):
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NUM_SAMPLES = 2
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if prompt == "":
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prompt = f"{pipes} pipes, {enemies} enemies, {blocks} blocks, {elevation} elevation"
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prompts = [prompt] * NUM_SAMPLES
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seed = None
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if len(seed_state) > 0:
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seed = torch.cat(seed_state).squeeze()[-48*14:].view(1, -1).repeat(NUM_SAMPLES, 1) # context length
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generated_levels = _generate_level(prompts, seed, level_size, temperature).detach().cpu().squeeze()
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level_choices = [generated_level[-level_size:] for generated_level in generated_levels]
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level_choice_images = [convert_level_to_png(generated_level[-level_size:], TILE_DIR, mario_lm.tokenizer)[0] for generated_level in generated_levels]
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# level choices + separate images
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return [level_choices, *level_choice_images]
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def update_level_state(choice_id, level_choices, seed_state):
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num_choice = int(choice_id)
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level_choice = level_choices[num_choice]
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# append level choice to seed state
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seed_state.append(level_choice)
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# get new level from concatenation
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level = torch.cat(seed_state).squeeze()
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# final image and gradio html
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img = convert_level_to_png(level, TILE_DIR, mario_lm.tokenizer)[0]
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gradio_html = _make_gradio_html(level)
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# return img, gradio html, seed state, level_choice, choice_image_1, choice_image_2, current_level_size
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return img, gradio_html, seed_state, None, None, None, level.shape[-1]
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with gr.Blocks().queue() as demo:
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gr.Markdown('''### Playable demo for MarioGPT: Open-Ended Text2Level Generation through Large Language Models
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with gr.Accordion(label="Advanced settings", open=False):
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temperature = gr.Number(value=2.0, label="temperature: Increase these for more diverse, but lower quality, generations")
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level_size = gr.Number(value=1400, precision=0, label="level_size")
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generate_btn = gr.Button("Generate Level")
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reset_btn = gr.Button("Reset Level")
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with gr.Row():
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with gr.Box():
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level_play = gr.HTML()
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level_image = gr.Image(label="Current Level")
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with gr.Box():
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with gr.Column():
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level_choice1_image = gr.Image(label="Sample Choice 1")
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level_choice1_btn = gr.Button("Sample Choice 1")
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with gr.Column():
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level_choice2_image = gr.Image(label="Sample Choice 2")
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level_choice2_btn = gr.Button("Sample Choice 2")
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current_level_size = gr.Number(0, visible=True, label="Current Level Size")
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seed_state = gr.State([])
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state_choices = gr.State(None)
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image_choice_1_id = gr.Number(0, visible=False)
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image_choice_2_id = gr.Number(1, visible=False)
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# choice buttons
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level_choice1_btn.click(fn=update_level_state, inputs=[image_choice_1_id, state_choices, seed_state], outputs=[level_image, level_play, seed_state, state_choices, level_choice1_image, level_choice2_image, current_level_size])
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level_choice2_btn.click(fn=update_level_state, inputs=[image_choice_2_id, state_choices, seed_state], outputs=[level_image, level_play, seed_state, state_choices, level_choice1_image, level_choice2_image, current_level_size])
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# generate_btn
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generate_btn.click(fn=generate_choices, inputs=[pipes, enemies, blocks, elevation, temperature, level_size, text_prompt, seed_state], outputs=[state_choices, level_choice1_image, level_choice2_image])
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# reset btn
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reset_btn.click(fn=reset_state, inputs=[seed_state], outputs=[])
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gr.Examples(
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examples=[
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["many", "many", "some", "high", 2.0],
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["no", "some", "many", "high", 2.0],
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["many", "many", "little", "low", 2.4],
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["no", "no", "many", "high", 2.8],
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],
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inputs=[pipes, enemies, blocks, elevation, temperature, level_size],
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outputs=[level_image, level_play],
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fn=initialize_generate,
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cache_examples=True,
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)
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app.mount("/static", StaticFiles(directory="static", html=True), name="static")
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app = gr.mount_gradio_app(app, demo, "/", gradio_api_url="http://localhost:7860/")
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uvicorn.run(app, host="0.0.0.0", port=7860)
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@@ -105,7 +105,7 @@ class MarioLM:
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self.lm.eval()
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with torch.no_grad():
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if seed is None:
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seed = self.tokenizer("X", return_tensors="pt").input_ids.view(1, 1)
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out = seed.to(self.device)
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if encoder_hidden_states is None:
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if prompts is not None:
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self.lm.eval()
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with torch.no_grad():
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if seed is None:
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seed = self.tokenizer("X", return_tensors="pt").input_ids.view(1, 1).repeat(len(prompts), 1)
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out = seed.to(self.device)
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if encoder_hidden_states is None:
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if prompts is not None:
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