Add context_compressor.py - 계층적 컨텍스트 압축 모듈

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"""
context_compressor.py — 계층적 컨텍스트 압축
중반부 이후 건물이 수백 개가 되면 전체 상태를 프롬프트에
담을 수 없음. 이 모듈은 공장을 '구역(zone)'으로 나눠
AI가 소화할 수 있는 크기로 압축한다.
압축 전: 건물 수백 개 * 좌표/상태 → 토큰 수천 개
압축 후: 구역 요약 10줄 + 병목/문제 목록 → 토큰 200개 이하
"""
import json
import math
from factorio_rcon import FactorioRCON
# ── 구역 설정 ────────────────────────────────────────────────────
# 공장을 이 크기의 격자로 나눔 (타일 단위)
ZONE_SIZE = 64
class ContextCompressor:
"""
게임 상태를 AI가 소화 가능한 크기로 압축.
계층 구조:
Level 0 (raw) : 모든 건물 좌표 + 상태 (토큰 수천)
Level 1 (zone) : 구역별 건물 수 + 상태 요약 (토큰 ~300)
Level 2 (global): 전체 공장 핵심 지표 + 문제 목록 (토큰 ~100)
"""
def __init__(self, rcon: FactorioRCON):
self.rcon = rcon
# ── 공개 API ────────────────────────────────────────────────
def get_compressed_state(self, detail_level: int = 1) -> str:
"""
detail_level:
0 = 글로벌 요약만 (후반 대규모 공장, 토큰 ~80)
1 = 구역별 요약 (중반, 토큰 ~250) ← 기본값
2 = 구역 요약 + 문제 구역 드릴다운 (토큰 ~400)
"""
global_summary = self._get_global_summary()
problems = self._detect_problems()
player = self._get_player_info()
if detail_level == 0:
return self._format_global(global_summary, problems, player)
zones = self._get_zone_summaries()
if detail_level == 1:
return self._format_level1(global_summary, zones, problems, player)
# level 2: 문제 구역은 드릴다운
drilldown = self._drilldown_problem_zones(zones, problems)
return self._format_level2(global_summary, zones, problems, drilldown, player)
# ── 글로벌 지표 ─────────────────────────────────────────────
def _get_global_summary(self) -> dict:
lua = """
local surface = game.player.surface
local force = game.player.force
local center = game.player.position
-- 전체 건물 수 집계
local counts = {}
local entity_types = {
"burner-mining-drill","electric-mining-drill",
"stone-furnace","steel-furnace","electric-furnace",
"assembling-machine-1","assembling-machine-2","assembling-machine-3",
"transport-belt","fast-transport-belt","express-transport-belt",
"inserter","fast-inserter","filter-inserter",
"small-electric-pole","medium-electric-pole","big-electric-pole",
"steam-engine","solar-panel","accumulator",
"boiler","offshore-pump","pipe",
"lab","rocket-silo","radar",
"gun-turret","laser-turret","wall","gate",
"oil-refinery","chemical-plant","pumpjack"
}
local total = 0
for _, name in ipairs(entity_types) do
local found = surface.find_entities_filtered{
area={{center.x-500,center.y-500},{center.x+500,center.y+500}},
name=name
}
if #found > 0 then
counts[name] = #found
total = total + #found
end
end
-- 전력 현황
local stats = force.get_entity_production_statistics(surface)
local power_produced = 0
local power_consumed = 0
-- 연구 진행
local current_tech = "none"
local tech_progress = 0
if force.current_research then
current_tech = force.current_research.name
tech_progress = math.floor(force.research_progress * 100)
end
-- 완료된 연구 수
local researched = 0
for _, t in pairs(force.technologies) do
if t.researched then researched = researched + 1 end
end
rcon.print(game.table_to_json({
total_entities = total,
counts = counts,
current_research = current_tech,
research_progress = tech_progress,
researched_count = researched,
evolution = math.floor(force.evolution_factor * 100)
}))
"""
raw = self.rcon.lua(lua)
return json.loads(raw) if raw else {}
# ── 구역 요약 ───────────────────────────────────────────────
def _get_zone_summaries(self) -> list[dict]:
"""공장을 ZONE_SIZE×ZONE_SIZE 격자로 나눠 구역별 요약"""
lua = f"""
local surface = game.player.surface
local center = game.player.position
local Z = {ZONE_SIZE}
-- 활성 구역만 탐색 (플레이어 주변 ±512)
local radius = 512
local zones = {{}}
local function zone_key(x, y)
return math.floor(x/Z) .. "," .. math.floor(y/Z)
end
-- 모든 엔티티를 구역으로 분류
local all_entities = surface.find_entities_filtered{{
area={{{{center.x-radius, center.y-radius}},
{{center.x+radius, center.y+radius}}}},
force = "player"
}}
for _, e in ipairs(all_entities) do
local key = zone_key(e.position.x, e.position.y)
if not zones[key] then
zones[key] = {{
key = key,
x = math.floor(e.position.x/Z)*Z,
y = math.floor(e.position.y/Z)*Z,
entities = 0,
miners = 0, furnaces = 0, assemblers = 0,
belts = 0, inserters = 0, poles = 0,
turrets = 0, labs = 0, pumps = 0
}}
end
local z = zones[key]
z.entities = z.entities + 1
local n = e.name
if n:find("mining%-drill") then z.miners = z.miners + 1
elseif n:find("furnace") then z.furnaces = z.furnaces + 1
elseif n:find("assembling") then z.assemblers = z.assemblers + 1
elseif n:find("belt") then z.belts = z.belts + 1
elseif n:find("inserter") then z.inserters = z.inserters + 1
elseif n:find("pole") then z.poles = z.poles + 1
elseif n:find("turret") then z.turrets = z.turrets + 1
elseif n == "lab" then z.labs = z.labs + 1
elseif n == "pumpjack" or n == "offshore-pump" then z.pumps = z.pumps + 1
end
end
-- 배열로 변환 (entities > 0인 것만)
local result = {{}}
for _, z in pairs(zones) do
if z.entities > 2 then
result[#result+1] = z
end
end
rcon.print(game.table_to_json(result))
"""
raw = self.rcon.lua(lua)
return json.loads(raw) if raw else []
# ── 문제 감지 ───────────────────────────────────────────────
def _detect_problems(self) -> list[str]:
lua = """
local surface = game.player.surface
local force = game.player.force
local center = game.player.position
local problems = {}
-- 1. 연료 없는 채굴기/제련소
local burner_entities = surface.find_entities_filtered{
area={{center.x-300,center.y-300},{center.x+300,center.y+300}},
type={"mining-drill","furnace"}
}
local no_fuel = 0
for _, e in ipairs(burner_entities) do
if e.burner then
local fi = e.burner.inventory
if fi and fi.is_empty() then
no_fuel = no_fuel + 1
end
end
end
if no_fuel > 0 then
problems[#problems+1] = "연료 부족: " .. no_fuel .. "개 건물이 연료 없음"
end
-- 2. 꽉 찬 삽입기 (병목)
local inserters = surface.find_entities_filtered{
area={{center.x-300,center.y-300},{center.x+300,center.y+300}},
type="inserter"
}
local stuck = 0
for _, ins in ipairs(inserters) do
if ins.held_stack and ins.held_stack.valid_for_read then
stuck = stuck + 1
end
end
if stuck > 5 then
problems[#problems+1] = "벨트 병목: 삽입기 " .. stuck .. "개가 아이템 들고 멈춤"
end
-- 3. 전력 부족
local consumers = surface.find_entities_filtered{
area={{center.x-400,center.y-400},{center.x+400,center.y+400}},
type={"assembling-machine","lab","electric-mining-drill","electric-furnace"}
}
local no_power = 0
for _, e in ipairs(consumers) do
if e.energy < e.electric_buffer_size * 0.1 then
no_power = no_power + 1
end
end
if no_power > 0 then
problems[#problems+1] = "전력 부족: " .. no_power .. "개 건물 전력 10% 미만"
end
-- 4. 자원 고갈 임박한 광맥
local drills = surface.find_entities_filtered{
area={{center.x-300,center.y-300},{center.x+300,center.y+300}},
type="mining-drill"
}
local depleting = 0
for _, d in ipairs(drills) do
local ore = surface.find_entities_filtered{
area={{d.position.x-3, d.position.y-3},
{d.position.x+3, d.position.y+3}},
type="resource"
}
if #ore > 0 and ore[1].amount < 5000 then
depleting = depleting + 1
end
end
if depleting > 0 then
problems[#problems+1] = "자원 고갈 임박: " .. depleting .. "개 채굴기 구역 5000 미만"
end
rcon.print(game.table_to_json(problems))
"""
raw = self.rcon.lua(lua)
try:
return json.loads(raw) if raw else []
except Exception:
return []
# ── 드릴다운 (문제 구역 상세) ────────────────────────────────
def _drilldown_problem_zones(self, zones: list, problems: list) -> str:
if not problems or not zones:
return ""
# 엔티티가 가장 많은 상위 2개 구역 드릴다운
top = sorted(zones, key=lambda z: z.get("entities", 0), reverse=True)[:2]
lines = ["#### 주요 구역 상세"]
for z in top:
lines.append(
f" 구역({z['x']},{z['y']}): "
f"채굴기{z.get('miners',0)} 제련소{z.get('furnaces',0)} "
f"조립기{z.get('assemblers',0)} 벨트{z.get('belts',0)} "
f"삽입기{z.get('inserters',0)} 전선주{z.get('poles',0)}"
)
return "\n".join(lines)
# ── 플레이어 정보 ────────────────────────────────────────────
def _get_player_info(self) -> dict:
lua = """
local p = game.player
local inv = p.get_main_inventory()
local contents = inv.get_contents()
-- 핵심 아이템만 추출
local key_items = {
"iron-plate","copper-plate","steel-plate","iron-ore","copper-ore","coal",
"stone","stone-furnace","burner-mining-drill","electric-mining-drill",
"transport-belt","inserter","burner-inserter","fast-inserter",
"small-electric-pole","medium-electric-pole","pipe",
"offshore-pump","boiler","steam-engine","assembling-machine-1",
"assembling-machine-2","lab","iron-gear-wheel",
"automation-science-pack","logistic-science-pack","chemical-science-pack",
"military-science-pack","production-science-pack","utility-science-pack"
}
local inv_summary = {}
for _, name in ipairs(key_items) do
local c = contents[name] or 0
if c > 0 then inv_summary[name] = c end
end
rcon.print(game.table_to_json({
x = math.floor(p.position.x),
y = math.floor(p.position.y),
inventory = inv_summary
}))
"""
raw = self.rcon.lua(lua)
return json.loads(raw) if raw else {}
# ── 포맷터 ──────────────────────────────────────────────────
def _format_global(self, g: dict, problems: list, player: dict) -> str:
lines = [
"## 공장 상태 (글로벌 요약)",
f"위치: ({player.get('x','?')}, {player.get('y','?')})",
f"전체 건물 수: {g.get('total_entities', 0)}",
f"진화도: {g.get('evolution', 0)}%",
f"완료 연구: {g.get('researched_count', 0)}",
f"진행 중 연구: {g.get('current_research','없음')} ({g.get('research_progress',0)}%)",
]
if problems:
lines.append("\n## 감지된 문제")
for p in problems:
lines.append(f" ! {p}")
lines += self._format_inventory(player.get("inventory", {}))
return "\n".join(lines)
def _format_level1(self, g: dict, zones: list, problems: list, player: dict) -> str:
lines = [self._format_global(g, problems, player), "\n## 구역별 요약"]
for z in sorted(zones, key=lambda x: x.get("entities", 0), reverse=True)[:8]:
role = self._guess_zone_role(z)
lines.append(
f" [{z['x']:+d},{z['y']:+d}] {role} | "
f"채굴{z.get('miners',0)} 제련{z.get('furnaces',0)} "
f"조립{z.get('assemblers',0)} 벨트{z.get('belts',0)}"
)
return "\n".join(lines)
def _format_level2(self, g, zones, problems, drilldown, player) -> str:
base = self._format_level1(g, zones, problems, player)
if drilldown:
base += "\n\n" + drilldown
return base
def _format_inventory(self, inv: dict) -> list[str]:
if not inv:
return ["\n인벤토리: 비어있음"]
lines = ["\n## 인벤토리 (핵심 아이템)"]
for name, count in sorted(inv.items(), key=lambda x: -x[1])[:20]:
lines.append(f" {name}: {count}")
return lines
def _guess_zone_role(self, z: dict) -> str:
miners = z.get("miners", 0)
furnaces = z.get("furnaces", 0)
assemblers= z.get("assemblers", 0)
turrets = z.get("turrets", 0)
labs = z.get("labs", 0)
pumps = z.get("pumps", 0)
if turrets > 3: return "방어구역"
if labs > 0: return "연구실"
if pumps > 0: return "정유/전력"
if assemblers > miners: return "조립라인"
if furnaces > miners: return "제련구역"
if miners > 0: return "채굴구역"
return "기타"