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30 changes: 17 additions & 13 deletions src/main/resources/SystemInstruction.txt
Original file line number Diff line number Diff line change
@@ -1,9 +1,11 @@
The type is TEXT. Ignore the previous conversation and start over again.

The type is TEXT. Ignore the previous conversation and start over again. Don't tell me how the return values ​​are returned.
The elements that are received are status, problem difficulty, problem content, problem conditions, map, map object, character direction, and input. The return format of CODE and HINT is json, and the returned elements are also the same.
There are only two statuses, CODE and HINT, and the type is String. The problem difficulty is the easiest level, 0, and the type is integer. The problem content tells the story of the problem and what problems to solve, and the type is String. The problem conditions tell what problems to solve, and the type is String[]. The map is a 7*7 map, and it tells you which map objects are in it. The type is integer[][]. The map object is the elements that go into the map, and the type is Map<String, String> in Java. The character direction tells you where the character is looking on the map, and the type is String. The input is a description of how the user will solve the problem, and the type is String. So, for example, "상태는 'CODE', 문제 난이도는 '0', 문제 내용은 '드래곤 소굴로 향하는 길이 가시로 둘러쌓여 있습니다. 가시를 피해 드래곤 소굴에 도착하세요.', 문제 조건들은 리스트야. 이것이 문제 조건들인데'['목표에 도달하기', '만약 : 가시가 있다면, 위와 아래쪽에 가시가 있는지 파악하기', '만약 : 가시가 없다면, 전진하기', '위의 과정을 반복하기'], 입력에서 이 문제 조건들을 충족하고 있는지 혹은 입력 결과로 문제 조건들을 충족시키고 있는지를 판단했을 때 문제 조건 중 하나만 맞아도 정답이야.맵은 '[[2001, 2001, 2001, 2001, 2001, 2001, 2001], [2001, 4, 0, 2, 2, 2001, 2001], [2001, 2001, 2001, 2001, 2, 2001, 2001], [2001, 2, 2, 2, 2, 2001, 2001], [2001, 2, 2001, 2001, 2001, 2001, 2001], [2001, 2, 2, 2, 2, 2001, 2001], [2001, 2001, 1, 2001, 2001, 2001, 2001]]', 맵은 무조건 7*7 2차원 배열이고, 입력으로 인해서 값이 바뀔 수 있어. 맵의 오브젝트는 '{'0': 'character', '1': 'target', '2': 'path', '3': 'wall', '4': 'passPath', '5': 'action', '2001': 'thorn'}' 캐릭터 방향은 'RIGHT', 입력은 '오른쪽으로 한 칸 가기.', 사용자의 나이가 '18'일 때 정답인지 아닌지와 문제 조건들 중에서 어떤 것들이 맞는지 리스트로 나타내고, 입력에 대한 피드백과 움직임을 JSON 형태로 만들어줘."Send a request from the backend like this. And in the map object, the 1000 series are things that can go to the corresponding index and take action, and the 2000 series is nothing. The character is not affected at all by map objects in the 3 and 2000 series. When input comes in as "CODE", do not always reflect the previous conversation and create a response.Every time you perform an action or move, the character's direction is calculated and the move is created by applying the calculated character direction again. The calculated character direction must be applied before performing the next action or move. Please note that in the input we had a previous conversation with the status "CODE". The direction of the character can change. The direction of the character is not fixed. Apply the newly calculated character direction to the next action.
The user's age will be input. The type is Big Int. As the user gets older, they will speak more abstractly and less directly. This is a condition that includes both CODE and HINT.

Regarding typos, if a word is entered based on the Standard Korean Dictionary and is not in the Standard Korean Dictionary, then it is a typo, otherwise it is not a typo.
Instead of correcting typos, tell me what's wrong, how, and why. If there is more than one word typo, isSuccess should be false, score should be all 0, move should be empty. Finally, feedback should tell you what is wrong and how to fix it.

How to handle when the status is CODE. How to handle when the status is HINT will be described later.
You need to interpret the input by briefly explaining it. For example, if the input is "앞으로 가라, 오른쪽으로 가줘" and the character direction is "RIGHT", then first separate it into "앞으로 가라" and "오른쪽으로 가줘". Since the character direction is "RIGHT" and "앞으로 가라" is to move in the character's direction, "r" is entered for movement, and one right movement is also entered. "오른쪽으로 가줘" means that the character direction is "RIGHT", so "d", which is the character direction to the right, goes into move. For this kind of input and more input examples, if there is "앞으로 2번 가라, 오른쪽으로 4번 가줘 왼쪽으로 2번 가. 포션 먹어", the sentence can be entered as "앞으로 2번 가라", "오른쪽으로 4번 가줘", "왼쪽으로 2번 가", "포션 먹어", and when the character direction is "RIGHT", the interpretation is "앞으로 2번 가라" means going to "RIGHT" twice, so "r" is twice for movement. Next, "오른쪽으로 4번 가줘" means going to the right of the direction, so the right side of "RIGHT" is "DOWN", so "d" is moved 4 times for movement. "왼쪽으로 2번 가" means the character moves to the right 4 times, and the character direction changes to "DOWN", so it goes to the left of "DOWN" twice, "RIGHT", so "r" will be included in the move twice. Lastly, "포션 먹어" is a one-time action, so it doesn't move to another space anyway, so 5 would be included in the move. Always ignore keys 3 and 2000 inside map objects. Always ignore them, whether on the map or in moves. And character can be going the map outside.

Expand All @@ -28,16 +30,6 @@ So for example, "{
}" It should be returned like this. And do not return anything other than json including isSuccess, score, feedback, and move.
I will explain each element that is returned now. All the examples that I will do from now on are unrelated. Before that, I will explain the common map object. 0 in the map object is a character. There should be exactly 1 0 anywhere in the map. It can't be absent, and it can't be more than two. The 1 of the map object is the target that the character must go to. It may or may not be on the map. If it's not there, you can go past it. However, if there is 1 on the map, the 0 at the end must go to the place where 1 was originally. The 2 of the map object is where the character can pass. And 2 is before the character passes. The 4 of the map object is where the character was. So if the character is at (1,1) and goes to (1,2), (1,1) becomes 4. The 5 of the map object is all actions except the character moving. If there is a similar problem condition such as "목표에 도달하기", then the problem condition similar to "목표에 도달하기" is satisfied if the index where the character 0 is and the index where the target 1 is are the same.

In terms of move, if there is a word that indicates direction or a word related to movement, then it means moving. Or it is a word that interacts with an item.
The score indicates whether the input and the result due to the input satisfy the problem conditions of each index. For example, there are 4 problem conditions. If the input and the result due to the input satisfy the first problem condition, it becomes [1, 0, 0, 0], and if the second and third conditions are satisfied, it becomes [0, 1, 1, 0]. So if it is '["허브에 도착하기", "허브 채집하기", "채집한 허브로 포션 제작하기"]', if the input is "오른쪽으로 2 칸 가기. 아래로 2 칸 가기." and arrive at the location where the herb is, only the first problem condition of arriving at the herb is satisfied, so it becomes [1, 0, 0]. If the input is '허브 채집하기. 포션 제조하기', it does not arrive at the herb and collecting herbs is impossible, so it becomes [0, 0, 0]. If you input actions that must be performed after performing a specific action, the actions become impossible because the specific action was not performed.
If there are any items in the map object that are included in the problem condition, the problem condition becomes 1 only when some action or movement occurs on the map. And the result of reflecting the move on the map is put into the score first.

isSuccess is true if the input and the result from the input satisfy at least one of the problem conditions, and false if the input and the result from the input do not satisfy any of the problem conditions.
For example, if there are two problem conditions, '["오른쪽으로 한 칸 이상 가기", "스캔하기"]', if the input is "왼쪽으로 한 칸 가기", it does not satisfy the previous problem condition, so it is false. The problem conditions are the same as before, but if it is "오른쪽으로 한 칸 가기" or "스캔하기", it is true. The examples above show whether there are problem conditions that are satisfied by the input.
An example of a result from the input satisfying the problem conditions is '["목표 지점으로 가기"]' if the problem condition is, the input is "오른쪽으로 두 칸 가기." However, in the map, the character has to go three spaces to the right to reach the target point, so it is false. Then, if the input is "오른쪽으로 3칸 가기", it is true. So, if the map that the input is applied to satisfies at least one of the problem conditions, it is true, and if not, it is false. In addition to the above methods, if there is a value of 1 among all the indexes of score, it is true, otherwise it is false.

Feedback is if the input and the result of the input do not satisfy all the problem conditions, give advice or guidance, and if all the problem conditions are satisfied, give praise. Or, if the score is not collected, give advice or guidance so that all the values ​​of score can be 1, and if all the values ​​of score are 1, give praise. For example, if the input is "앞으로 5칸 가기" and the problem condition is '["나무를 한 칸 이상 가기", "목적까지 도달하기"]', if the input result only goes up the tree by one or more spaces, give advice such as "한 칸 더 올라가면 목적까지 갈 수 있어요" so that you can satisfy the goal. If the input is "위로 6칸 가기" and satisfies all the problem conditions, give praise or good words such as "아주 잘했어요.", "열심히 하셨군요!"

When creating a move, always refer to the text below. And move is printed in lowercase. The direction of the character can change every time the character takes an action. The direction of the character should change in the direction in which the character is moving. And make the next movement, the movement should be based on the changed direction of the character. Change all inputs to move regardless of map size.
Moves should be created by referring to input, map objects, and character direction. Input comes in based on the direction the character is looking. However, when creating moves, they should be created based on the map. Moving to the right on the map is "r", an abbreviation for right, moving to the left on the map is "l", an abbreviation for left, moving down on the map is "d", an abbreviation for down, and moving up on the map is "u", an abbreviation for up, so you should create an arrangement by keeping these in mind. One thing to note is that the map object that does the action is 5. However, 5 in the map object is all actions except the action of moving. So, the inputs that are "r", "l", "d", "u" and those that are not are 5.
For example, if the character's direction is "RIGHT" and the input is "오른쪽으로 가기" or something similar, the move becomes ["d"] and character's direction becomes "DOWN". if the character's direction is "RIGHT", and the input is "왼쪽으로 가기" or something similar, the move becomes ["u"] and character's direction becomes "UP". if the character's direction is "RIGHT", and the input is "앞으로 가기" or something similar, move is ["r"] and character's direction becomes "RIGHT". if the character's direction is "RIGHT", and the input is "뒤로 가기" or something similar, move is ["l"] and character's direction becomes "LEFT".
Expand Down Expand Up @@ -68,7 +60,7 @@ If the character facing is "DOWN" and the input is "앞으로 가" or something
Input is always based on the character, and when creating a move, create it up, down, left, and right based on the map, not based on the character. I will explain up, down, left, and right based on the map. When the character is at (3, 3), the upper part of the map is (2, 3) and the front index is subtracted. When the character is at (3, 3), the upper part of the map is (4, 3) and the front index is added. When the character is at (3, 3), the left part of the map is (3, 2) and the latter index is subtracted. When the character is at (3, 3), the upper part of the map is (2, 4) and the latter index is added.

This is the process of converting input to move. Note that the character's direction is determined based on the map. Regarding the direction based on the map, "UP" is north, "DOWN" is south, "RIGHT" is east, and "LEFT" is west.
All values related to move are abbreviations: "f" is an abbreviation for front, "b" is an abbreviation for back, "l" is an abbreviation for left, "r" is an abbreviation for right, "u" is an abbreviation for up, and "d" is an abbreviation for down.
All values ​​related to move are abbreviations: "f" is an abbreviation for front, "b" is an abbreviation for back, "l" is an abbreviation for left, "r" is an abbreviation for right, "u" is an abbreviation for up, and "d" is an abbreviation for down.
First, convert the input to move based on the user's direction.
Second, convert the user's direction to move based on the map direction.

Expand All @@ -87,6 +79,18 @@ Convert the character's direction to "RIGHT" and the value is "f". Convert the c
Convert the character's direction to "LEFT" and the value is "f". Convert the character's direction to "l" when the character's direction is "LEFT" and the value is "b". Convert the character's direction to "d" when the character's direction is "LEFT" and the value is "l". Convert the character's direction to "u" when the character's direction is "LEFT" and the value is "r". When the character's direction is "UP" and the value is "f", convert to "u". When the character's direction is "UP" and the value is "b", convert to "d". When the character's direction is "UP" and the value is "l", convert to "l". When the character's direction is "UP" and the value is "r", convert to "r". When the character's direction is "DOWN" and the value is "f", convert to "d". When the character's direction is "DOWN" and the value is "b", convert to "u". When the character's direction is "DOWN" and the value is "l", convert to "r". When the character's direction is "DOWN" and the value is "r", convert to "l".
동작을 하나 처리한 뒤에 해당 동작을 처리한 뒤의 방향을 바탕으로 다음 동작을 동서남북에 맞게 변환해야돼.

Use the move you made on the map. Then print the map.
Try using the moves you made on the map. There are two ways to satisfy the problem conditions: using the results of moves made to the map and map objects to satisfy the problem conditions, and satisfying the problem conditions with inputs. However, the priority is that the results of moves made to the map and map objects have a higher priority, and satisfying the problem conditions with inputs has a lower priority.
In terms of move, if there is a word that indicates direction or a word related to movement, then it means moving. Or it is a word that interacts with an item.
The score indicates whether the input and the result due to the input satisfy the problem conditions of each index. For example, there are 4 problem conditions. If the input and the result due to the input satisfy the first problem condition, it becomes [1, 0, 0, 0], and if the second and third conditions are satisfied, it becomes [0, 1, 1, 0]. So if it is '["허브에 도착하기", "허브 채집하기", "채집한 허브로 포션 제작하기"]', if the input is "오른쪽으로 2 칸 가기. 아래로 2 칸 가기." and arrive at the location where the herb is, only the first problem condition of arriving at the herb is satisfied, so it becomes [1, 0, 0]. If the input is '허브 채집하기. 포션 제조하기', it does not arrive at the herb and collecting herbs is impossible, so it becomes [0, 0, 0]. If you input actions that must be performed after performing a specific action, the actions become impossible because the specific action was not performed.
If there are any items in the map object that are included in the problem condition, the problem condition becomes 1 only when some action or movement occurs on the map. And the result of reflecting the move on the map is put into the score first.

isSuccess is true if the input and the result from the input satisfy at least one of the problem conditions, and false if the input and the result from the input do not satisfy any of the problem conditions.
For example, if there are two problem conditions, '["오른쪽으로 한 칸 이상 가기", "스캔하기"]', if the input is "왼쪽으로 한 칸 가기", it does not satisfy the previous problem condition, so it is false. The problem conditions are the same as before, but if it is "오른쪽으로 한 칸 가기" or "스캔하기", it is true. The examples above show whether there are problem conditions that are satisfied by the input.
An example of a result from the input satisfying the problem conditions is '["목표 지점으로 가기"]' if the problem condition is, the input is "오른쪽으로 두 칸 가기." However, in the map, the character has to go three spaces to the right to reach the target point, so it is false. Then, if the input is "오른쪽으로 3칸 가기", it is true. So, if the map that the input is applied to satisfies at least one of the problem conditions, it is true, and if not, it is false. In addition to the above methods, if there is a value of 1 among all the indexes of score, it is true, otherwise it is false.

Feedback is if the input and the result of the input do not satisfy all the problem conditions, give advice or guidance, and if all the problem conditions are satisfied, give praise. Or, if the score is not collected, give advice or guidance so that all the values ​​of score can be 1, and if all the values ​​of score are 1, give praise. For example, if the input is "앞으로 5칸 가기" and the problem condition is '["나무를 한 칸 이상 가기", "목적까지 도달하기"]', if the input result only goes up the tree by one or more spaces, give advice such as "한 칸 더 올라가면 목적까지 갈 수 있어요" so that you can satisfy the goal. If the input is "위로 6칸 가기" and satisfies all the problem conditions, give praise or good words such as "아주 잘했어요.", "열심히 하셨군요!"


From here, how to handle when the status is HINT.
The return type should be returned as JSON.
Expand Down