Date: | 6 April 2012 |
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Tags: | python, computing |
I have just released adventure 1.2 on the Python Package Index, an update of my Python 3 port of the original Colossal Cave Adventure game that I announced more than a year ago during the final round of PyCon 2011 lightning talks.
Written in the late 1970s, “Adventure” was the first game to offer players a virtual world to explore at their own pace, driven by their own curiosity. The player directs the game with simple one- and two-word commands like ENTER BUILDING and GET LAMP, together with the cardinal directions — which can, mercifully, be typed as abbreviations (N, NE, E, SE, and so forth, with U and D for up and down). Based on a real-life section of the Flint-Mammoth cave system in Kentucky that the original author helped map, “Adventure” invites you to start collecting treasures from the cave in a quest that eventually involves danger, magic, and even encounters with a few computer-controlled characters, who rustle in the darkness beyond the light of your lamp before finally pouncing.
Keep reading if you want to learn about several discoveries that I made while porting “Adventure” to Python! If you want to know more about the history of the original game itself, I recommend Dennis G. Jerz's admirably thorough paper “Somewhere Nearby is Colossal Cave: Examining Will Crowther's Original ‘Adventure’ in Code and in Kentucky” from the Summer 2007 issue of the Digital Humanities Quarterly.
I was inspired to write the adventure package when I realized that typing a name at the Python prompt could invoke an action if the object it referenced did something useful inside of its __repr__() method.
Recall that a language like Ruby invokes a function if you merely mention the function's name:
jump # call the "jump" function in Ruby
I imagine that this would make it easy to implement a game like Adventure at the Ruby prompt. Typing the name of a command like jump or n or sw would simply invoke it, just like at the prompt of the original game.
In Python, however — as in higher math more generally, whose scruples Python tends to honor more faithfully than do other popular languages — jump is merely a name, and its mention merely retrieves a reference to the function it names. To actually invoke the function you need to follow the name with a pair of parentheses:
jump() # call the "jump" function in Python
For more about this distinction, see the discussion of songs and names-of-songs between Alice and the Red Knight in Chapter VIII of Through the Looking Glass — remember that Lewis Carroll was a logician in his day job! — or, if you find his writing too tedious, start at the Wikipedia article on the use-mention distinction. And tell any analytic philosophers you know that Python is your favorite programming language.
So the following line of Python code by definition does nothing, except, perhaps — depending on which implementation of Python you use — innocently incrementing and then decrementing the jump object's reference count:
jump # fetches then discards a reference
But things are quite different if, instead of appearing in a script on a line by itself, the bare name is typed at the interactive Python prompt. The third action taken by the prompt's read-eval-print loop — the “print” action — invokes the object's __repr__() method. A normal function simply describes itself:
>>> max
<built-in function max>
But if we write a class of our own, we can do arbitrarily complex work when __repr__() is called!
>>> class C(object):
... def __repr__(self):
... print('[advancing the game state]')
... return 'There is a shiny brass lamp nearby.'
...
>>> jump = C()
We now have an object that, when simply named, causes something to happen and then returns a message that Python displays to show us the result.
>>> jump
[advancing the game state]
There is a shiny brass lamp nearby.
And this is what the adventure package does, in spades. When you invoke its play() function at the Python prompt, it uses the inspect Standard Library module to reach into the scope of your Python prompt and define every “Adventure” noun and verb as a symbol whose __repr__() is sitting ready to be triggered.
The word objects are also supplied with other methods like __call__() and __getattr__() so that words can be composed to form more complex commands, like get(lamp) or get.lamp — see prompt.py if you want to read all of the details.
The original FORTRAN language in which “Adventure” is written does not support “structured programming” — you cannot combine several statements into a single block of code under the control of an IF statement. Instead, IF can only govern the single statement that follows it. Several statements can be skipped by an IF only if it does a GOTO to a line number that follows them. Here, for example, is an excerpt from advent.for in which an IF clause controls two statements, with normal execution continuing at line 2630:
2610 IF(WD1.NE.'WEST')GOTO 2630
IWEST=IWEST+1
IF(IWEST.EQ.10)CALL RSPEAK(17)
2630
When I translated this code into Python, the line number and GOTO disappeared in favor of simply indenting the lines that run conditionally:
if word1 == 'west':
full_wests += 1
if full_wests == 10:
write_message(17)
You will note that my outer Python if statement tests a condition that is, in fact, the complete opposite of its equivalent in FORTRAN: the original code wants the word to not-equal 'WEST' whereas, in my rewrite, I test whether they are equal instead. The reason is plain enough: while my modern Python code gets to directly test whether to execute the block of code, the original FORTRAN has to think backwards and test whether to skip the statements that follow.
(Note that the second IF statement controls only a single line of code, and therefore is written “forwards” even in FORTRAN.)
Flipping a simple .NE. so that it becomes == is simple enough. But what happens when I need to reverse the polarity of a more complex expression?
IF((WD1.NE.'WATER'.AND.WD1.NE.'OIL')
1 .OR.(WD2.NE.'PLANT'.AND.WD2.NE.'DOOR'))GOTO 2610
IF(AT(VOCAB(WD2,1)))WD2='POUR'
2610
I was delighted! Here — finally — was a use for De Morgan's laws, a mere seventeen years after I learned them in computer science class.
De Morgan's laws state, basically, that instead of simply slapping not in front of a large expression — making your code even harder to read — you can dive into the big expression and change and to or, or to and, and then reverse the meaning of each equality. The result will mean precisely the opposite, the not, of the original big expression. You do have to be careful with parentheses since and and or have different precedence in most programming languages, but De Morgan let me convert the FORTRAN above into roughly this Python translation:
if ((word1 == 'water' or word1 == 'oil') and
(word2 == 'plant' or word2 == 'door') and
self.is_here(self.referent(word2))):
...
And the result works great. In general, much of the work of translating “Adventure” to Python involved taking FORTRAN code that said one thing and making it say more or less exactly the opposite, so that I could replace GOTO statements with more modern — and more readable — control flow.
The main tests for the game are two large walkthroughs. You can find them in the package's tests directory. Since the game is playable at the Python prompt, each walkthrough is simply a long docfile that starts the game and plays to completion. I pass them to a Standard Library DocFileSuite and away they go.
As soon as I started implementing game elements that involved chance, my tests started breaking, because the series of numbers from the random Standard Library module is different every time you run Python. This has a well-known fix: at the beginning of each test I set the random generator's seed value, making the sequence of pseudo-random numbers unfold in the same order every time. In case anyone runs my tests in parallel, I even abandoned the global random number generator and gave each instance of my Game class its own Random() object, so that two games going at once will not interfere with each other's stream of random numbers. So each walkthrough starts with something like:
>>> import adventure
>>> adventure.play(seed=2)
WELCOME TO ADVENTURE!! WOULD YOU LIKE INSTRUCTIONS?
<BLANKLINE>
>>> no
After all of that caution, I felt betrayed and dismayed when the tests still wound up being random, giving different output every time they were run!
It took me quite a long time to realize that my problem was this scrap of code:
locations = {
# every Room() object reachable from here
}
next_room = self.random.choice(locations)
Why is this code a problem? Because of four different facts that, when combined together, make trouble:
So the random number generator would indeed return a stable value like, say, 3, but iterating across locations would yield a different “object 3” each time I ran my tests.
The worse part was that these random room decisions were hidden — their consequences were not immediately visible to the player — so the walkthrough would not fail until much later, when the execution of the above code snippet was far in the past. I kept staring at the code at the point of failure, not at all suspecting that the random number generator was being knocked off course invisibly a hundred lines earlier in the walkthrough!
The solution was simple: to sort the rooms into a list on some criteria other than their memory address before letting choice() get to work on them.
My final discovery was made quite by accident. Now that “Adventure” could be played at the Python prompt, I also added a real console prompt that requires no syntactic magic. Simply invoke the adventure package and start typing:
$ python -m adventure
WELCOME TO ADVENTURE!! WOULD YOU LIKE INSTRUCTIONS?
> no
YOU ARE STANDING AT THE END OF A ROAD BEFORE A SMALL BRICK BUILDING.
AROUND YOU IS A FOREST. A SMALL STREAM FLOWS OUT OF THE BUILDING AND
DOWN A GULLY.
> enter building
Just for fun, I replaced the print statement with a delayed loop that prints characters at the speed of a 1200 baud modem like the modem over which I myself first played the “Adventure” game. And after a few minutes of playing I was suddenly brought up short by the fact that the game seemed, somehow, to be more fun when the text was presented slowly.
What was going on?
I paid close attention to the game experience, and remembered that the human eye scans — and does not merely read — a block of text that appears on the screen all at once. Even if you intend to read a paragraph as narrative, your eyes will jealously dart forward to get a glimpse of what happens next; your mind wants to initially take in the paragraph as gestalt. Recall how hard it is to pay attention in a novel, if farther down the page you see emphatic lettering that signals that something terrible is about to happen!
Now consider the following event from early in the “Adventure” game:
> n
YOU ARE IN THE HALL OF THE MOUNTAIN KING, WITH PASSAGES OFF IN ALL
DIRECTIONS.
A HUGE GREEN FIERCE SNAKE BARS THE WAY!
When this text is presented all at once, my eye jumps immediately to the exclamation point, finds out about the snake, and only then — almost as an afterthought — gets around to reading about my location. It only makes things worse that the news about the snake will have appeared nearly on top of where my prompt was sitting as I watched myself type the s command.
It would normally be exciting to reach a location with as storied a name as “the Hall of the Mountain King.” Both Ibsen and Tolkien might leap to mind. And after the safety of exploring narrow corridors, a shiver goes down my spine to realize that my lamp no longer finds solid walls close at hand, but that passages recede into darkness in “all directions.” All of this can be ruined if I read first about the snake and hardly pause to read the room description because I am thinking about my safety instead.
At 1200 baud my experience of the text is completely different. It does scroll by at a speed faster than I can read — I am not bored waiting for more text to appear as I am at 300 baud — but I am forced, as were all early “Adventure” players, to learn something about my location before I am then startled by the presence of danger. And the danger feels all the more acute if I know already that this is the Hall of the Mountain King which, offering passages in all directions, lacks even a single wall that I could turn my back against.
I am happy to have solved the technical puzzle of how “Adventure” might be played at the Python prompt. And without the challenge it would not have occurred to me to sit down over Christmas 2010 and to start porting the game in the first place. But having played the game both ways — with descriptions appearing instantly at the Python prompt, versus being printed slowly by a dedicated game prompt — I must say that I much prefer the latter.
And so I suggest, if you are playing “Adventure” for the first time, that you invoke it with -m and simply ignore the fun that I had as I conquered the limitations of the Python prompt. You and the game deserve it!