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Browse files- core/inference_engine.py +14 -45
core/inference_engine.py
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"""
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Inference Engine β Akinator-style, context-aware, guaranteed-to-terminate AI.
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Fixes in this version:
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- get_next_question() returns None when question_selector finds nothing useful
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(active-item grounding removes impossible questions like "Russia border?" after
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Indian Subcontinent confirmed). This immediately triggers ready_to_guess=True
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in app.py, ending the game β no infinite loop.
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- _should_stop_asking() is the single source-of-truth for stopping; it is called
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both after process_answer() and inside get_next_question().
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- soft_filter() no longer takes top_k from GAME_CONFIG (removed aggressive top_k=3).
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"""
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import logging
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@@ -22,7 +13,7 @@ from algorithms.information_gain import InformationGain
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from algorithms.bayesian_network import BayesianNetwork
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from models.game_state import GameState
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from models.item_model import Item
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from
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from services.firebase_service import FirebaseService
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logger = logging.getLogger(__name__)
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@@ -32,17 +23,17 @@ class InferenceEngine:
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"""Main AI Engine β Akinator-style, guaranteed termination."""
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def __init__(self):
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self.question_selector
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self.probability_manager
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self.confidence_calculator = ConfidenceCalculator()
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self.information_gain
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self.bayesian_network
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self.firebase_service
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self.active_games: Dict[str, GameState] = {}
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self.session_stats = {
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'games_played':
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'successful_guesses': 0,
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'average_questions':
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}
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logger.info("InferenceEngine ready (v3.2 β context-aware, guaranteed termination)")
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# ββ Question flow βββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
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def get_next_question(self, game_state: GameState) -> Optional[Dict]:
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"""
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Returns the best next question, or None if the game should end.
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None can mean:
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(a) confidence/item-count threshold reached β ready to guess
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(b) no useful question left after active-item grounding β ready to guess
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Both cases set ready_to_guess=True in app.py.
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"""
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# Check stopping conditions first
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if self._should_stop_asking(game_state):
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logger.info(f"[{game_state.session_id}] Stop condition met before question select.")
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return None
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game_state_history=game_state.answer_history,
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)
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# ββ KEY FIX: selector returned None β no useful question remains βββββ
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# This happens when all remaining questions are about attributes that
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# none of the active items actually have (e.g., "Russia border?" when
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# only Indian Subcontinent countries are left).
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# Returning None here makes app.py set ready_to_guess=True immediately.
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if question is None:
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logger.info(
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f"[{game_state.session_id}] Selector found no useful question "
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question = game_state.current_question
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game_state.record_answer(answer)
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# Bayesian probability update
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active_items = game_state.get_active_items()
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for item in active_items:
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item.probability = self.probability_manager.update_item_probability(
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)
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self.probability_manager.normalize_probabilities(game_state.items)
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# Conservative soft filter β keeps top-20, threshold 0.1% of top item
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self.probability_manager.soft_filter(game_state.items)
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self.bayesian_network.update_beliefs(question, answer, game_state.items)
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)
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return {
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'confidence':
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'active_items_count': len(current_active),
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'top_prediction':
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'should_stop':
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}
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# ββ Final prediction ββββββββββββββββββββββββββββββββββββββββββββββββββββββ
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# ββ Stopping logic ββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
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def _should_stop_asking(self, game_state: GameState) -> bool:
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"""
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Single source of truth for stopping.
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Returns True when the engine should make its final guess.
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"""
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active_items = game_state.get_active_items()
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active_count = len(active_items)
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# 1. Only 1 or 2 items remain β guess immediately
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force_at = GAME_CONFIG.get('force_guess_at_items', 2)
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if active_count <= force_at:
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logger.info(
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)
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return True
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# 2. No questions left at all (all asked)
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if not game_state.get_available_questions():
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logger.info(f"[{game_state.session_id}] No available questions left.")
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return True
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# 3. Adaptive confidence threshold
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confidence = self.confidence_calculator.calculate(active_items)
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return self.confidence_calculator.should_make_guess(
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confidence,
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games = self.session_stats['games_played']
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success = self.session_stats['successful_guesses']
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return {
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'games_played':
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'successful_guesses': success,
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'success_rate':
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'average_questions':
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}
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"""
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Inference Engine β Akinator-style, context-aware, guaranteed-to-terminate AI.
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"""
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import logging
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from algorithms.bayesian_network import BayesianNetwork
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from models.game_state import GameState
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from models.item_model import Item
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from config import GAME_CONFIG
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from services.firebase_service import FirebaseService
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logger = logging.getLogger(__name__)
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"""Main AI Engine β Akinator-style, guaranteed termination."""
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def __init__(self):
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self.question_selector = QuestionSelector()
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self.probability_manager = ProbabilityManager()
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self.confidence_calculator = ConfidenceCalculator()
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self.information_gain = InformationGain()
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self.bayesian_network = BayesianNetwork()
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self.firebase_service = FirebaseService()
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self.active_games: Dict[str, GameState] = {}
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self.session_stats = {
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'games_played': 0,
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'successful_guesses': 0,
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'average_questions': 0,
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}
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logger.info("InferenceEngine ready (v3.2 β context-aware, guaranteed termination)")
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# ββ Question flow βββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
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def get_next_question(self, game_state: GameState) -> Optional[Dict]:
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if self._should_stop_asking(game_state):
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logger.info(f"[{game_state.session_id}] Stop condition met before question select.")
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return None
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game_state_history=game_state.answer_history,
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)
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if question is None:
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logger.info(
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f"[{game_state.session_id}] Selector found no useful question "
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question = game_state.current_question
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game_state.record_answer(answer)
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active_items = game_state.get_active_items()
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for item in active_items:
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item.probability = self.probability_manager.update_item_probability(
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)
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self.probability_manager.normalize_probabilities(game_state.items)
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self.probability_manager.soft_filter(game_state.items)
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self.bayesian_network.update_beliefs(question, answer, game_state.items)
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)
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return {
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'confidence': confidence,
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'active_items_count': len(current_active),
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'top_prediction': top_item.to_dict() if top_item else None,
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'should_stop': should_stop,
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}
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# ββ Final prediction ββββββββββββββββββββββββββββββββββββββββββββββββββββββ
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# ββ Stopping logic ββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
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def _should_stop_asking(self, game_state: GameState) -> bool:
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active_items = game_state.get_active_items()
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active_count = len(active_items)
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force_at = GAME_CONFIG.get('force_guess_at_items', 2)
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if active_count <= force_at:
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logger.info(
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)
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return True
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if not game_state.get_available_questions():
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logger.info(f"[{game_state.session_id}] No available questions left.")
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return True
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confidence = self.confidence_calculator.calculate(active_items)
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return self.confidence_calculator.should_make_guess(
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confidence,
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games = self.session_stats['games_played']
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success = self.session_stats['successful_guesses']
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return {
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'games_played': games,
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'successful_guesses': success,
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'success_rate': (success / games * 100) if games > 0 else 0,
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'average_questions': self.session_stats['average_questions'],
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}
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