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# testtest3
Generated via Openverse

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```python
import re
import random
from typing import Any, Dict, List, Optional, Tuple
import textarena as ta
class LabyrinthCommandEnv(ta.Env):
"""
Deterministic, turn-based two-player tactical maze environment: "Labyrinth Command"
Two players (Explorer A and B) move through a deterministic maze to reach the Central Beacon.
"""
def __init__(self, max_turns: int = 40, maze_width: int = 7, maze_height: int = 7):
self.max_turns = max_turns
self.maze_width = maze_width
self.maze_height = maze_height
self.move_pattern = re.compile(r"^\[Move:(North|South|East|West)\]$")
self.scan_pattern = re.compile(r"^\[Scan\]$")
self.wait_pattern = re.compile(r"^\[Wait\]$")
# -------------------------------------------------------------------------
# ========== Helper: Extract boxed command ==========
def _extract_answer_content(self, action: str) -> str:
"""Extract content within \\boxed{{...}}."""
match = re.search(r"\\boxed\{\{(.*?)\}\}", action, re.DOTALL)
if match:
return match.group(1).strip()
match = re.search(r"\\boxed\{(.*?)\}", action, re.DOTALL)
if match:
return match.group(1).strip()
return action.strip()
# -------------------------------------------------------------------------
# ========== Maze and visibility helpers ==========
def _generate_deterministic_maze(self, seed: int) -> List[List[str]]:
"""Generate deterministic maze using random seeded layout of blocked cells."""
random.seed(seed)
maze = [["." for _ in range(self.maze_width)] for _ in range(self.maze_height)]
num_blocks = (self.maze_width * self.maze_height) // 10 # about 10% blocked
for _ in range(num_blocks):
x = random.randint(0, self.maze_width - 1)
y = random.randint(0, self.maze_height - 1)
if (x, y) != (0, 0) and (x, y) != (self.maze_width - 1, self.maze_height - 1):
maze[y][x] = "X"
return maze
def _compute_visible_map(self, maze: List[List[str]], pos: Tuple[int, int]) -> List[List[str]]:
"""Compute a 3x3 visible map centered on pos."""
visible = []
for dy in range(-1, 2):
row = []
for dx in range(-1, 2):
nx, ny = pos[0] + dx, pos[1] + dy
if 0 <= nx < self.maze_width and 0 <= ny < self.maze_height:
row.append(maze[ny][nx])
else:
row.append("?")
visible.append(row)
return visible
def _distance(self, a: Tuple[int, int], b: Tuple[int, int]) -> int:
return abs(a[0] - b[0]) + abs(a[1] - b[1])
# -------------------------------------------------------------------------
# ========== Reset ==========
def reset(self, num_players: int, seed: Optional[int] = None):
"""
Resets the environment to an initial state.
Args:
num_players: must be 2.
seed: optional deterministic seed.
"""
if num_players != 2:
raise ValueError("Labyrinth Command requires exactly 2 players.")
seed = seed if seed is not None else random.randint(1, 999999)
self.state = ta.TwoPlayerState(num_players=num_players, seed=seed, max_turns=self.max_turns)
maze = self._generate_deterministic_maze(seed)
beacon_pos = (self.maze_width // 2, self.maze_height // 2)
maze[beacon_pos[1]][beacon_pos[0]] = "B"
start_A = (0, 0)
start_B = (self.maze_width - 1, self.maze_height - 1)
player_states = {
"A": {
"position": start_A,
"visible_map": self._compute_visible_map(maze, start_A),
"visited_cells": [list(start_A)],
"last_action": None,
},
"B": {
"position": start_B,
"visible_map": self._compute_visible_map(maze, start_B),
"visited_cells": [list(start_B)],
"last_action": None,
},
}
cells_blocked = [[x, y] for y in range(self.maze_height) for x in range(self.maze_width) if maze[y][x] == "X"]
game_state = {
"seed": seed,
"turn_index": 0,
"max_turns": self.max_turns,
"maze_width": self.maze_width,
"maze_height": self.maze_height,
"beacon_position": list(beacon_pos),
"cells_blocked": cells_blocked,
"player_states": player_states,
"transcript": [],
"winner": None,
"terminated": False,
}
self.state.reset(game_state=game_state, player_prompt_function=self._generate_player_prompt)
self.state.add_observation(message="Welcome to Labyrinth Command!", observation_type=ta.ObservationType.GAME_MESSAGE)
self.state.add_observation(message=f"Seed: {seed} ensures deterministic maze generation.", observation_type=ta.ObservationType.GAME_MESSAGE)
return self.state
# -------------------------------------------------------------------------
# ========== Step ==========
def step(self, action: str) -> Tuple[bool, ta.Info]:
"""
Perform a single environment step for the current player.
"""
# log the player action
self.state.add_observation(action, ta.ObservationType.PLAYER_ACTION, from_id=self.state.current_player_id, to_id=-1)
player_id = self.state.current_player_id
player_label = "A" if player_id == 0 else "B"
opponent_label = "B" if player_label == "A" else "A"
if self.state.done:
self.state.set_invalid_move("Game already finished.")
return self.state.step()
answer = self._extract_answer_content(action)
gs = self.state.game_state
player_state = gs["player_states"][player_label]
opponent_state = gs["player_states"][opponent_label]
current_pos = tuple(player_state["position"])
beacon = tuple(gs["beacon_position"])
# Validate action syntax
if not (self.move_pattern.match(answer) or self.scan_pattern.match(answer) or self.wait_pattern.match(answer)):
self.state.set_invalid_move(reason="Invalid token format.")
return self.state.step()
new_pos = current_pos
maze_width, maze_height = gs["maze_width"], gs["maze_height"]
blocked = set(tuple(cell) for cell in gs["cells_blocked"])
# execute move if movement
if answer.startswith("[Move:"):
direction = answer[len("[Move:"):-1]
dx, dy = 0, 0
if direction == "North":
dy = -1
elif direction == "South":
dy = 1
elif direction == "West":
dx = -1
elif direction == "East":
dx = 1
nx, ny = current_pos[0] + dx, current_pos[1] + dy
if not (0 <= nx < maze_width and 0 <= ny < maze_height):
self.state.set_invalid_move("Move out of bounds")
return self.state.step()
if (nx, ny) in blocked:
self.state.set_invalid_move("Cell blocked")
return self.state.step()
new_pos = (nx, ny)
player_state["position"] = list(new_pos)
player_state["visited_cells"].append(list(new_pos))
player_state["visible_map"] = self._compute_visible_map(
[["X" if [x, y] in gs["cells_blocked"] else "." for x in range(maze_width)] for y in range(maze_height)],
new_pos,
)
elif answer == "[Scan]":
player_state["visible_map"] = self._compute_visible_map(
[["X" if [x, y] in gs["cells_blocked"] else "." for x in range(maze_width)] for y in range(maze_height)],
current_pos,
)
elif answer == "[Wait]":
pass # do nothing
player_state["last_action"] = answer
gs["transcript"].append({"player": player_label, "action": answer})
gs["turn_index"] += 1
# ===== Check terminal conditions =====
reached_A = tuple(gs["player_states"]["A"]["position"]) == beacon
reached_B = tuple(gs["player_states"]["B"]["position"]) == beacon
if reached_A and reached_B:
self.state.set_draw(reason="Both players reached the Beacon simultaneously.")
gs["winner"] = "Draw"
gs["terminated"] = True
return self.state.step()
elif reached_A:
self.state.set_winner(player_id=0, reason="Explorer A reached the Beacon first.")
gs["winner"] = "A"
gs["terminated"] = True
return self.state.step()
elif reached_B:
self.state.set_winner(player_id=1, reason="Explorer B reached the Beacon first.")
gs["winner"] = "B"
gs["terminated"] = True
return self.state.step()
# Check turn limit
if self.state.check_turn_limit():
posA = tuple(gs["player_states"]["A"]["position"])
posB = tuple(gs["player_states"]["B"]["position"])
distA = self._distance(posA, beacon)
distB = self._distance(posB, beacon)
if distA < distB:
self.state.set_winner(player_id=0, reason="Explorer A is closer to Beacon at turn limit.")
gs["winner"] = "A"
elif distB < distA:
self.state.set_winner(player_id=1, reason="Explorer B is closer to Beacon at turn limit.")
gs["winner"] = "B"
else:
self.state.set_draw(reason="Both explorers equally distant at turn limit.")
gs["winner"] = "Draw"
gs["terminated"] = True
return self.state.step()
# -------------------------------------------------------------------------
# ========== Prompt ==========
def _generate_player_prompt(self, player_id: int, game_state: Dict[str, Any]) -> str:
"""Generate player prompt based on Stage 1 design."""
player_label = "A" if player_id == 0 else "B"
state = game_state["player_states"][player_label]
pos = state["position"]
visible_map = "\n".join([" ".join(row) for row in state["visible_map"]])
turn_index = game_state["turn_index"]
max_turns = game_state["max_turns"]
opponent_label = "B" if player_label == "A" else "A"
last_opp_action = (
game_state["player_states"][opponent_label]["last_action"] or "None yet"
)
prompt = f"""
You are Explorer {player_label} navigating the labyrinth. Your goal is to reach the Central Beacon before your rival.
Each turn you may issue one command from this action grammar:
[Move:North] | [Move:South] | [Move:East] | [Move:West] | [Scan] | [Wait]
Remember:
- Maze bounds are 0 ≤ x < {game_state['maze_width']}, 0 ≤ y < {game_state['maze_height']}.
- Moving into blocked walls ('X') or out of bounds is invalid.
- The beacon lies at the labyrinths center at {game_state['beacon_position']}.
- You must wrap your command inside \\boxed{{}}.
Current turn: {turn_index}/{max_turns}
Your current position: {pos}
Your visible 3×3 map:
{visible_map}
Your opponents last known action: {last_opp_action}
Example valid response:
I want to go north toward the Beacon.
\\boxed{{[Move:North]}}
Example invalid response:
Let's go northeast! ← invalid direction keyword
Now choose your next command carefully.
Put your final answer within \\boxed{{}} at the end of your response.
""".strip()
return prompt
```

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# **Game Design Document: “Labyrinth Command”**
---
## 1. Concept Paragraph
**“Labyrinth Command”** is a deterministic, turn-based two-player tactical maze exploration game. Two rival explorers are trapped inside a grid-shaped labyrinth and must reach the **Central Beacon** at the mazes heart before their opponent. Each turn, players issue one command from a fixed grammar of movement and interaction tokens (e.g., `[Move:North]`, `[Scan]`, `[Wait]`). The maze layout, beacon position, and obstacles are generated deterministically from a single seed, ensuring reproducibility. The game is **not** related to any economic, negotiation, or resource-trading example—its theme focuses purely on spatial logic and exploration within a confined environment.
---
## 2. Roles and Win Condition
**Roles**
- **Explorer A** and **Explorer B** are rival adventurers in identical labyrinth conditions.
- Both start at distinct, opposite corners of the maze.
**Objectives**
- Reach the **Central Beacon Cell (B)** before the opponent.
- A secondary scoring system tracks proximity to the Beacon at game end if neither player reaches it within the turn limit.
**Win Rule**
1. A player *wins immediately* if they enter the Beacon cell first.
2. If both reach simultaneously on the same turn: **Draw**.
3. If turn limit expires with no beacon reached: player closer (Manhattan distance) to the Beacon **wins**.
4. If both are equally distant: **Draw**.
---
## 3. Turn Structure and Determinism
- The game proceeds in **alternating turns**, starting with Explorer A.
- Each turn = one player action followed by environment update and opponent observation.
- **Turn limit:** 20 turns per player (40 total).
- Maze generation and beacon placement use a **seed** value set at `reset`, guaranteeing fully deterministic structure and outcomes for identical seeds.
- All elements of randomness (e.g., obstacle positions) derive from this same seed.
---
## 4. Action Grammar (Machine-Parseable)
**Allowed Action Tokens (case-sensitive):**
| Token Pattern | Meaning |
|----------------|----------|
| `[Move:Direction]` | Move one cell in a cardinal direction (`North`, `South`, `East`, `West`) if not blocked. |
| `[Scan]` | Reveal contents of adjacent cells to update the players visible map. |
| `[Wait]` | Skip the move, useful for strategic timing. |
**Formal Patterns (Regex-style):**
1. `^\\[Move:(North|South|East|West)\\]$`
2. `^\\[Scan\\]$`
3. `^\\[Wait\\]$`
**Examples**
| Action | Validity | Explanation |
|--------|-----------|-------------|
| `[Move:North]` | ✅ Valid | Matches move pattern |
| `[Scan]` | ✅ Valid | Matches scan pattern |
| `[Wait]` | ✅ Valid | Matches wait pattern |
| `[Move:Northeast]` | ❌ Invalid | Direction not allowed |
| `[move:North]` | ❌ Invalid | Case-sensitive mismatch |
| `[Attack]` | ❌ Invalid | Unsupported token |
---
## 5. Game State Schema
```json
{
"seed": 18457,
"turn_index": 6,
"max_turns": 40,
"maze_width": 7,
"maze_height": 7,
"beacon_position": [3, 3],
"cells_blocked": [[0,1],[2,2],[4,5]],
"player_states": {
"A": {
"position": [0,0],
"visible_map": [["?", "X", "?", "?"],["?", ".", ".", "?"],["?", "?", ".", "?"]],
"visited_cells": [[0,0],[1,0]],
"last_action": "[Move:South]"
},
"B": {
"position": [6,6],
"visible_map": [["?", ".", "?"],[".", ".", "?"],["?", "?", "?"]],
"visited_cells": [[6,6]],
"last_action": "[Scan]"
}
},
"transcript": [
{"player":"A", "action":"[Move:South]"},
{"player":"B", "action":"[Scan]"}
],
"winner": null,
"terminated": false
}
```
---
## 6. Initialization Rules
- Maze layout generated through seeded deterministic algorithm (`seed` provided or auto-generated).
- Both players placed:
- Explorer A → top-left corner `[0,0]`
- Explorer B → bottom-right corner `[width-1,height-1]`
- Beacon placed at center `(width//2, height//2)`.
- `visible_map` initialized with limited visibility: only 3×3 region around player marked or unknown.
- At `reset`, each player receives:
- Maze dimensions
- Starting coordinates
- Number of turns and win condition summary
---
## 7. Validation and Error Handling
**Invalid Move Detection Rules**
- Action not matching one of the defined regex patterns → `Invalid token format`
- Action would move explorer outside maze bounds → `Move out of bounds`
- Action would move explorer into blocked cell → `Cell blocked`
- Any attempt made after terminal state → `Game already finished`
System calls `set_invalid_move(player, reason)` upon detection.
---
## 8. Terminal Conditions and Scoring
**Terminal Triggers**
1. Player enters the Beacon cell → Win for that player.
2. Both reach Beacon simultaneously → Draw.
3. Turn limit reached → Compare distance to Beacon.
- Smaller Manhattan distance → Win.
- Equal → Draw.
**Scoring Computation**
- Winner gets `1`, loser `0`, draw `0.5`.
- Stored in `winner` key as `"A"`, `"B"`, or `"Draw"`.
---
## 9. Player Prompt Specification
**Prompt Content Outline**
- Game title and theme summary
- Players identity (Explorer A or B)
- Current turn number and limits
- Players current position, visible map grid, and last known opponent action
- List of allowable command formats
- Reminder to place final command inside `\boxed{{}}`
- Examples of valid vs invalid formatting
**Prompt Example**
```
You are Explorer A navigating the labyrinth. Your goal is to reach the Central Beacon before your rival.
You can issue ONE command per turn using the following grammar:
[Move:North] | [Move:South] | [Move:East] | [Move:West] | [Scan] | [Wait]
Remember:
- Moving into blocked walls or out of bounds is invalid.
- The beacon lies at the labyrinths center.
- You must wrap your command inside \\boxed{{}}.
Example valid response:
I want to go north to advance toward the beacon.
\boxed{{[Move:North]}}
Example invalid response:
Lets head northeast. ← invalid direction keyword
Now it is your turn. Choose your next command carefully.
Put your final answer within \\boxed{{}} at the end of your response.
```
**Helper:** `_extract_answer_content(self, action: str) -> str`
Extracts the content enclosed by `\boxed{{...}}` for validation and execution.
---
## 10. API Mapping Plan
**reset()**
- Generate deterministic maze grid based on seed.
- Initialize all fields of `game_state` per schema.
- Return initial observation for each player, including map visibility and rules summary.
**step(player_action)**
- Use `_extract_answer_content` to unwrap the boxed token.
- Validate with grammar and state constraints.
- If invalid → call `set_invalid_move`.
- If valid → mutate player position/visibility, append to `transcript`.
- Perform terminal condition checks after each move; update `winner` and `terminated` appropriately.
- Return resulting state observation and game status.
**_generate_player_prompt(player_id)**
- Construct text prompt per section 9.
- Include available moves, last opponent move, remaining turns, and map details.
- Append "Put your final answer within \\boxed{{}} at the end of your response."
---
## 11. Copy-Check Against the Example
- The **Labyrinth Command** game has an *exploration and spatial logic* theme, **not** negotiation, trade, or economy-related.
- All entities—**maze**, **beacon**, **blocked cells**, and **explorers**—are original constructs.
- Action tokens `[Move:…]`, `[Scan]`, `[Wait]`, and state keys (`beacon_position`, `cells_blocked`, `visible_map`) are unique to this design.
- No resource exchanges, offers, or bargaining are present.
---
**End of Design Document “Labyrinth Command”**