# murder_mystery.py import random import gradio as gr from huggingface_hub import InferenceClient model_name = "Qwen/Qwen2.5-72B-Instruct" client = InferenceClient(model_name) def llm_inference(messages): eos_token = "<|endoftext|>" output = client.chat.completions.create( messages=messages, stream=False, temperature=0.7, top_p=0.1, max_tokens=512, stop=[eos_token] ) response = '' for choice in output.choices: response += choice['message']['content'] return response suspect_names = ["Colonel Mustard", "Miss Scarlett", "Professor Plum", "Mrs. Peacock", "Mr. Green", "Dr. Orchid"] weapons = ["Candlestick", "Dagger", "Lead Pipe", "Revolver", "Rope", "Wrench", "Poison"] locations = ["Kitchen", "Ballroom", "Conservatory", "Dining Room", "Library", "Study", "Billiard Room", "Lounge"] possible_personalities = [ {"description": "stern and suspicious", "hot_headed": False, "anger_threshold": 5}, {"description": "charming but evasive", "hot_headed": False, "anger_threshold": 7}, {"description": "intellectual and nervous", "hot_headed": False, "anger_threshold": 6}, {"description": "gracious but secretive", "hot_headed": False, "anger_threshold": 6}, {"description": "amiable yet deceptive", "hot_headed": False, "anger_threshold": 8}, {"description": "hot-headed and impulsive", "hot_headed": True, "anger_threshold": 3}, {"description": "calm and collected", "hot_headed": False, "anger_threshold": 9}, {"description": "mysterious and aloof", "hot_headed": False, "anger_threshold": 5}, {"description": "jovial but cunning", "hot_headed": False, "anger_threshold": 7}, {"description": "nervous and jittery", "hot_headed": False, "anger_threshold": 5}, {"description": "sarcastic and witty", "hot_headed": False, "anger_threshold": 6}, {"description": "arrogant and dismissive", "hot_headed": True, "anger_threshold": 4} ] suspects = {} game_state = { "murderer": "", "weapon": "", "location": "", "is_game_over": False, "clues": [], "history": [], "accused": False, "turns": 0, "searched_locations": [], "eavesdropped": False, "bluffed": False } def initialize_game(): game_state["murderer"] = random.choice(suspect_names) game_state["weapon"] = random.choice(weapons) game_state["location"] = random.choice(locations) game_state["is_game_over"] = False game_state["clues"] = [] game_state["history"] = [] game_state["accused"] = False game_state["turns"] = 0 game_state["searched_locations"] = [] game_state["eavesdropped"] = False game_state["bluffed"] = False random.shuffle(possible_personalities) alibi_locations = random.sample(locations, len(suspect_names)) motives = ["inheritance", "jealousy", "revenge", "secret affair", "business rivalry", "blackmail"] relationships = ["friends", "colleagues", "family", "rivals", "acquaintances"] for i, suspect_name in enumerate(suspect_names): suspect = { "name": suspect_name, "is_murderer": suspect_name == game_state["murderer"], "personality": possible_personalities[i % len(possible_personalities)]["description"], "hot_headed": possible_personalities[i % len(possible_personalities)]["hot_headed"], "anger_threshold": possible_personalities[i % len(possible_personalities)]["anger_threshold"], "anger_level": 0, "trust_level": 5, "alibi_location": alibi_locations[i], "alibi_with": [], "knowledge": {}, "motive": random.choice(motives), "relationships": {} } suspects[suspect_name] = suspect for suspect in suspects.values(): others_in_same_location = [s["name"] for s in suspects.values() if s["alibi_location"] == suspect["alibi_location"] and s["name"] != suspect["name"]] suspect["alibi_with"] = others_in_same_location for suspect in suspects.values(): other_suspects = [s["name"] for s in suspects.values() if s["name"] != suspect["name"]] for other in other_suspects: suspect["relationships"][other] = random.choice(relationships) # Add knowledge about others' locations suspect["knowledge"]["others_locations"] = generate_others_locations_knowledge(suspect) for suspect in suspects.values(): suspect["knowledge"]["self"] = generate_knowledge(suspect) print(f"Debug: Murderer is {game_state['murderer']}, Weapon is {game_state['weapon']}, Location is {game_state['location']}") for suspect in suspects.values(): print(f"Debug: {suspect['name']} - Personality: {suspect['personality']}, Hot-headed: {suspect['hot_headed']}, Anger Threshold: {suspect['anger_threshold']}, Motive: {suspect['motive']}, Relationships: {suspect['relationships']}") def generate_knowledge(suspect): details = f"You have a motive of {suspect['motive']}." relationship_details = ". ".join([f"You are {relation} with {other}" for other, relation in suspect["relationships"].items()]) if suspect["is_murderer"]: # Murderer lies about their alibi suspect["alibi_location"] = random.choice([loc for loc in locations if loc != game_state["location"]]) suspect["alibi_with"] = [] knowledge = f"You are the murderer. Lie about your alibi and deflect suspicion. {details} {relationship_details}" else: knowledge = f"You were in the {suspect['alibi_location']} with {', '.join(suspect['alibi_with'])} during the murder. {details} {relationship_details}" if random.choice([True, False]): knowledge += f" You know that the weapon is the {game_state['weapon']}." if random.choice([True, False]): knowledge += f" You know that the location of the murder was the {game_state['location']}." return knowledge def generate_others_locations_knowledge(suspect): knowledge = {} for other in suspects.values(): if other["name"] == suspect["name"]: continue chance = random.random() if chance < 0.5: # They know where the other was knowledge[other["name"]] = f"They were in the {other['alibi_location']}." elif chance < 0.75: # They are unsure knowledge[other["name"]] = "You are not sure where they were." else: # They don't know knowledge[other["name"]] = "You have no idea where they were." return knowledge def get_ai_response(suspect_name, player_input): suspect = suspects[suspect_name] game_state["turns"] += 1 tone = analyze_tone(player_input) if "accuse" in player_input.lower() or any(word in player_input.lower() for word in ["murderer", "kill", "guilty"]): suspect["trust_level"] -= 1 else: suspect["trust_level"] += 1 suspect["trust_level"] = max(0, min(10, suspect["trust_level"])) if tone == "accusatory": suspect["anger_level"] += 2 suspect["trust_level"] -= 1 else: suspect["anger_level"] += 1 personality = suspect["personality"] knowledge = suspect["knowledge"]["self"] others_knowledge = suspect["knowledge"]["others_locations"] anger_level = suspect["anger_level"] hot_headed = suspect["hot_headed"] trust_level = suspect["trust_level"] system_prompt = f"You are {suspect_name}, who is {personality}. {knowledge}" # Include knowledge about others for other_name, info in others_knowledge.items(): system_prompt += f" You know that {other_name} {info}" if hot_headed and anger_level >= suspect["anger_threshold"]: system_prompt += f" You are extremely angry and may respond aggressively." if suspect["is_murderer"]: system_prompt += " You are the murderer and will lie to protect yourself." if trust_level >= 7: system_prompt += " You trust the detective and are willing to share information." elif trust_level <= 3: system_prompt += " You do not trust the detective and may withhold information." user_message = f"The detective asks: \"{player_input}\" As {suspect_name}, respond in first person, staying in character." messages = [ {"role": "system", "content": system_prompt}, {"role": "user", "content": user_message} ] response = llm_inference(messages) return response.strip() def get_group_response(suspect_names_list, player_input): responses = [] for suspect_name in suspect_names_list: response = get_ai_response(suspect_name, player_input) responses.append(f"**{suspect_name}:** {response.strip()}") return "\n\n".join(responses) def process_input(player_input): if game_state["is_game_over"]: return "The game is over. Please restart to play again.", game_state["history"] if game_state["accused"]: return "You have already made an accusation. Please restart to play again.", game_state["history"] game_state["history"].append(("Detective", player_input)) if player_input.lower().startswith("search"): location = player_input[7:].strip() result = search_location(location) game_state["history"].append(("System", result)) return result, game_state["history"] elif player_input.lower().startswith("eavesdrop"): result = eavesdrop() game_state["history"].append(("System", result)) return result, game_state["history"] elif player_input.lower().startswith("bluff"): result = bluff(player_input) game_state["history"].append(("System", result)) return result, game_state["history"] elif player_input.lower().startswith("analyze"): result = analyze_response() game_state["history"].append(("System", result)) return result, game_state["history"] elif player_input.lower().startswith("reveal"): result = endgame_reveal(player_input) game_state["history"].append(("System", result)) return result, game_state["history"] elif "accuse" in player_input.lower(): game_state["accused"] = True result = handle_accusation(player_input) game_state["history"].append(("System", result)) return result, game_state["history"] else: mentioned_suspects = [suspect_name for suspect_name in suspect_names if suspect_name.lower() in player_input.lower()] if len(mentioned_suspects) == 0: return "Please direct your question to a suspect.", game_state["history"] elif len(mentioned_suspects) == 1: suspect_name = mentioned_suspects[0] ai_response = get_ai_response(suspect_name, player_input) game_state["history"].append((suspect_name, ai_response)) extract_clues(ai_response) return ai_response, game_state["history"] else: ai_response = get_group_response(mentioned_suspects, player_input) game_state["history"].append(("Group", ai_response)) extract_clues(ai_response) return ai_response, game_state["history"] def extract_clues(ai_response): clues = [] for weapon in weapons: if weapon.lower() in ai_response.lower() and weapon != game_state["weapon"]: clues.append(f"The weapon is not the {weapon}.") for location in locations: if location.lower() in ai_response.lower() and location != game_state["location"]: clues.append(f"The location is not the {location}.") for suspect_name in suspect_names: if suspect_name.lower() in ai_response.lower() and suspect_name != game_state["murderer"]: clues.append(f"{suspect_name} is not the murderer.") for clue in clues: if clue not in game_state["clues"]: game_state["clues"].append(clue) def search_location(location): if location not in locations: return "That location does not exist." if location in game_state["searched_locations"]: return "You have already searched this location." game_state["searched_locations"].append(location) game_state["turns"] += 1 if location == game_state["location"]: found_weapon = f"You found the {game_state['weapon']}!" game_state["clues"].append(found_weapon) return f"You search the {location} and {found_weapon}" else: return f"You search the {location} but find nothing of interest." def eavesdrop(): if game_state["eavesdropped"]: return "You have already eavesdropped once." game_state["eavesdropped"] = True game_state["turns"] += 1 suspect1, suspect2 = random.sample(suspect_names, 2) conversation = f"{suspect1} whispers to {suspect2}: 'I hope the detective doesn't find out about our {suspects[suspect1]['relationships'][suspect2]}.'" extract_clues(conversation) return f"You overhear a conversation: {conversation}" def bluff(player_input): game_state["bluffed"] = True game_state["turns"] += 1 mentioned_suspects = [suspect_name for suspect_name in suspect_names if suspect_name.lower() in player_input.lower()] if not mentioned_suspects: return "You need to specify a suspect to bluff." suspect_name = mentioned_suspects[0] suspect = suspects[suspect_name] suspect["trust_level"] -= 2 if suspect["trust_level"] <= 3: return f"{suspect_name} doesn't believe your bluff and now trusts you even less." else: response = f"{suspect_name} seems unsettled by your claim and might reveal more information." return response def analyze_response(): game_state["turns"] += 1 puzzle = "Solve this riddle to analyze the suspect's response: What has keys but can't open locks?" correct_answer = "piano" # For the purpose of this code, we'll assume the player always fails return "You fail to detect any lies." def handle_accusation(player_input): suspect_guess = None weapon_guess = None location_guess = None for suspect_name in suspect_names: if suspect_name.lower() in player_input.lower(): suspect_guess = suspect_name break for weapon in weapons: if weapon.lower() in player_input.lower(): weapon_guess = weapon break for location in locations: if location.lower() in player_input.lower(): location_guess = location break if (suspect_guess == game_state["murderer"] and weapon_guess == game_state["weapon"] and location_guess == game_state["location"]): game_state["is_game_over"] = True return f"Congratulations! You solved the case. It was {suspect_guess} with the {weapon_guess} in the {location_guess}." else: game_state["is_game_over"] = True return f"Incorrect accusation! You lose. The real murderer was {game_state['murderer']} with the {game_state['weapon']} in the {game_state['location']}." def endgame_reveal(player_input): game_state["turns"] += 1 correctness = 0 if game_state["murderer"].lower() in player_input.lower(): correctness += 1 if game_state["weapon"].lower() in player_input.lower(): correctness += 1 if game_state["location"].lower() in player_input.lower(): correctness += 1 if correctness == 3: game_state["is_game_over"] = True return "Your deductions are spot on! The murderer confesses and the case is closed." else: game_state["is_game_over"] = True return "Your deductions have inaccuracies. The murderer denies your claims and escapes justice." def chat_interface(player_input): response, history = process_input(player_input) chat_history = "" for speaker, text in history: chat_history += f"**{speaker}:** {text}\n\n" clues_display = "\n".join(game_state["clues"]) return chat_history, clues_display def get_debug_info(): debug_info = "" debug_info += f"Murderer: {game_state['murderer']}\n" debug_info += f"Weapon: {game_state['weapon']}\n" debug_info += f"Location: {game_state['location']}\n\n" for suspect in suspects.values(): info = f"Name: {suspect['name']}\n" info += f"Personality: {suspect['personality']}\n" info += f"Hot-headed: {suspect['hot_headed']}\n" info += f"Anger Level: {suspect['anger_level']}\n" info += f"Trust Level: {suspect['trust_level']}\n" info += f"Is Murderer: {suspect['is_murderer']}\n" info += f"Alibi Location: {suspect['alibi_location']}\n" info += f"Alibi With: {', '.join(suspect['alibi_with'])}\n" info += f"Motive: {suspect['motive']}\n" info += f"Relationships: {suspect['relationships']}\n" info += f"Knowledge: {suspect['knowledge']}\n\n" debug_info += info return debug_info def restart_game(): initialize_game() return "", "", "" with gr.Blocks() as demo: gr.Markdown("# Murder Mystery Game") with gr.Tabs(): with gr.TabItem("Game"): with gr.Row(): with gr.Column(): gr.Markdown("## Commands") gr.Markdown("- **Ask a question to a suspect**: Include the suspect's name in your question.\n Example: *\"Miss Scarlett, where were you during the evening?\"*") gr.Markdown("- **Interrogate multiple suspects**: Include multiple suspects' names in your question.\n Example: *\"Colonel Mustard and Mrs. Peacock, what can you tell me about the night?\"*") gr.Markdown("- **Search a location**: Type *\"Search [Location]\"*.\n Example: *\"Search Kitchen\"*") gr.Markdown("- **Eavesdrop on suspects**: Type *\"Eavesdrop\"*") gr.Markdown("- **Bluff a suspect**: Type *\"Bluff [Suspect]\"*") gr.Markdown("- **Analyze a response**: Type *\"Analyze\"*") gr.Markdown("- **Reveal your deductions**: Type *\"Reveal: [Your deductions]\"*") gr.Markdown("- **Make an accusation**: Include the word *\"accuse\"*.\n Example: *\"I accuse Colonel Mustard with the Rope in the Study.\"*") player_input = gr.Textbox(lines=1, label="Your Input") send_button = gr.Button("Send") restart_button = gr.Button("Restart Game") chatbox = gr.Textbox(lines=15, label="Chat History", interactive=False) with gr.Column(): gr.Markdown("## Suspects") gr.Markdown(', '.join(suspect_names)) gr.Markdown("## Weapons") gr.Markdown(', '.join(weapons)) gr.Markdown("## Locations") gr.Markdown(', '.join(locations)) clues = gr.Textbox(lines=15, label="Discovered Clues", interactive=False) with gr.TabItem("Debug"): debug_info = gr.Textbox(lines=30, label="Debug Information", interactive=False) update_debug_button = gr.Button("Update Debug Info") update_debug_button.click(fn=lambda: get_debug_info(), inputs=None, outputs=debug_info) def send_message(player_input): chat_history, clues_display = chat_interface(player_input) debug_information = get_debug_info() return chat_history, "", clues_display, debug_information send_button.click(send_message, inputs=player_input, outputs=[chatbox, player_input, clues, debug_info]) restart_button.click(fn=restart_game, inputs=None, outputs=[chatbox, clues, debug_info]) initialize_game() demo.launch()