AI_Diplomacy/README.md
2025-02-07 13:17:53 -08:00

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# AI Diplomacy:
## Extended AI Features (Experimental)
This repository is an extension of the original [Diplomacy](https://github.com/diplomacy/diplomacy) project. This repository has been extended to integrate multiple Large Language Models (LLMs) into Diplomacy gameplay. **These extensions are experimental, subject to change**, and actively in development. The main additions are as follows:
- **Conversation & Negotiation**: Powers can have multi-turn negotiations with each other via `lm_game.py`. They can exchange private or global messages, allowing for more interactive diplomacy.
- **Order Generation**: Each power can choose its orders (moves, holds, supports, etc.) using LLMs via `lm_service_versus.py`. Currently supports OpenAI, Claude, Gemini, DeepSeek
- **Phase Summaries**: Modifications in the `game.py` engine allow the generation of "phase summaries," providing a succinct recap of each turn's events. This could help both human spectators and the LLMs themselves to understand the game state more easily.
- **Prompt Templates**: Prompts used by the LLMs are stored in `/prompts/`. You can edit these to customize how models are instructed for both orders and conversations.
- **Experimental & WIP**: Ongoing development includes adding strategic goals for each power, more flexible conversation lengths, and a readiness check to advance the phase if all powers are done negotiating.
### How it Works
1. **`lm_game.py`**
- Orchestrates a Diplomacy game where each power's moves are decided by an LLM.
- Manages conversation rounds (currently up to 3 by default) and calls `get_conversation_reply()` for each power.
- After negotiations, each power's orders are gathered concurrently (via threads), using `get_orders()` from the respective LLM client.
- Calls `game.process()` to move to the next phase, optionally collecting phase summaries along the way.
2. **`lm_service_versus.py`**
- Defines a base class (`BaseModelClient`) for hitting any LLM endpoint.
- Subclasses (`OpenAIClient`, `ClaudeClient`, etc.) implement `generate_response()` and `get_conversation_reply()` with the specifics of each LLM's API.
- Handles prompt construction for orders and conversation, JSON extraction to parse moves or messages, and fallback logic for invalid LLM responses.
3. **Modifications in `game.py` (Engine)**
- Added a `_generate_phase_summary()` method and `phase_summaries` dict to store short textual recaps of each phase.
- Summaries can be viewed or repurposed for real-time commentary or as additional context fed back into the LLM.
### Future Explorations
- **Longer Conversation Phases**: Support for more than 3 message rounds, or an adaptive approach that ends negotiation early if all powers signal "ready."
- **Strategic Goals**: Let each power maintain high-level goals (e.g., "ally with France," "defend Munich") that the LLM takes into account for orders and conversations.
- **Enhanced Summaries**: Summaries could incorporate conversation logs or trending alliances, giving the LLM even richer context each turn.
- **Live Front-End Integration**: Display phase summaries, conversation logs, and highlights of completed orders in a real-time UI. (an attempt to display phase summaries currently in progress)
---
<p align="center">
<img width="500" src="docs/images/map_overview.png" alt="Diplomacy Map Overview">
</p>
## Documentation
The complete documentation is available at [diplomacy.readthedocs.io](https://diplomacy.readthedocs.io/).
## Getting Started
### Installation
The latest version of the package can be installed with:
```python3
pip install diplomacy
```
The package is compatible with Python 3.5, 3.6, and 3.7.
### Running a game
The following script plays a game locally by submitting random valid orders until the game is completed.
```python3
import random
from diplomacy import Game
from diplomacy.utils.export import to_saved_game_format
# Creating a game
# Alternatively, a map_name can be specified as an argument. e.g. Game(map_name='pure')
game = Game()
while not game.is_game_done:
# Getting the list of possible orders for all locations
possible_orders = game.get_all_possible_orders()
# For each power, randomly sampling a valid order
for power_name, power in game.powers.items():
power_orders = [random.choice(possible_orders[loc]) for loc in game.get_orderable_locations(power_name)
if possible_orders[loc]]
game.set_orders(power_name, power_orders)
# Messages can be sent locally with game.add_message
# e.g. game.add_message(Message(sender='FRANCE',
# recipient='ENGLAND',
# message='This is a message',
# phase=self.get_current_phase(),
# time_sent=int(time.time())))
# Processing the game to move to the next phase
game.process()
# Exporting the game to disk to visualize (game is appended to file)
# Alternatively, we can do >> file.write(json.dumps(to_saved_game_format(game)))
to_saved_game_format(game, output_path='game.json')
```
## Web interface
It is also possible to install a web interface in React to play against bots and/or other humans and to visualize games.
The web interface can be installed with:
```bash
# Install NVM
curl -o- https://raw.githubusercontent.com/nvm-sh/nvm/v0.34.0/install.sh | bash
# Clone repo
git clone https://github.com/diplomacy/diplomacy.git
# Install package locally
# You may want to install it in a conda or virtualenv environment
cd diplomacy/
pip install -r requirements_dev.txt
# Build node modules
cd diplomacy/web
npm install .
npm install . --only=dev
# In a terminal window or tab - Launch React server
npm start
# In another terminal window or tab - Launch diplomacy server
python -m diplomacy.server.run
```
The web interface will be accessible at http://localhost:3000.
To login, users can use admin/password or username/password. Additional users can be created by logging in with a username that does not exist in the database.
![](docs/images/web_interface.png)
### Visualizing a game
It is possible to visualize a game by using the "Load a game from disk" menu on the top-right corner of the web interface.
![](docs/images/visualize_game.png)
## Network Game
It is possible to join a game remotely over a network using websockets. The script below plays a game over a network.
Note. The server must be started with `python -m diplomacy.server.run` for the script to work.
```python3
import asyncio
import random
from diplomacy.client.connection import connect
from diplomacy.utils import exceptions
POWERS = ['AUSTRIA', 'ENGLAND', 'FRANCE', 'GERMANY', 'ITALY', 'RUSSIA', 'TURKEY']
async def create_game(game_id, hostname='localhost', port=8432):
""" Creates a game on the server """
connection = await connect(hostname, port)
channel = await connection.authenticate('random_user', 'password')
await channel.create_game(game_id=game_id, rules={'REAL_TIME', 'NO_DEADLINE', 'POWER_CHOICE'})
async def play(game_id, power_name, hostname='localhost', port=8432):
""" Play as the specified power """
connection = await connect(hostname, port)
channel = await connection.authenticate('user_' + power_name, 'password')
# Waiting for the game, then joining it
while not (await channel.list_games(game_id=game_id)):
await asyncio.sleep(1.)
game = await channel.join_game(game_id=game_id, power_name=power_name)
# Playing game
while not game.is_game_done:
current_phase = game.get_current_phase()
# Submitting orders
if game.get_orderable_locations(power_name):
possible_orders = game.get_all_possible_orders()
orders = [random.choice(possible_orders[loc]) for loc in game.get_orderable_locations(power_name)
if possible_orders[loc]]
print('[%s/%s] - Submitted: %s' % (power_name, game.get_current_phase(), orders))
await game.set_orders(power_name=power_name, orders=orders, wait=False)
# Messages can be sent with game.send_message
# await game.send_game_message(message=game.new_power_message('FRANCE', 'This is the message'))
# Waiting for game to be processed
while current_phase == game.get_current_phase():
await asyncio.sleep(0.1)
# A local copy of the game can be saved with to_saved_game_format
# To download a copy of the game with messages from all powers, you need to export the game as an admin
# by logging in as 'admin' / 'password'
async def launch(game_id):
""" Creates and plays a network game """
await create_game(game_id)
await asyncio.gather(*[play(game_id, power_name) for power_name in POWERS])
if __name__ == '__main__':
asyncio.run(launch(game_id=str(random.randint(1, 1000))))
## License
This project is licensed under the APGLv3 License - see the [LICENSE](LICENSE) file for details