emoji_quest_RL / gym /webXOS_emoji_quest_RL.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
<title>Emoji Quest RL • WebXOS 2026</title>
<link href="https://fonts.googleapis.com/css2?family=Press+Start+2P&display=swap" rel="stylesheet">
<script src="https://cdn.jsdelivr.net/npm/jszip@3.10.1/dist/jszip.min.js"></script>
<style>
body {
font-family: 'Press Start 2P', cursive;
background: #000000;
color: #00ffcc;
margin: 0;
padding: 0;
overflow-x: hidden;
overflow-y: auto;
height: 100vh;
display: flex;
justify-content: center;
align-items: flex-start;
}
#game {
width: 100vw;
max-width: 100%;
padding: 1.5vh;
background: rgba(0, 0, 0, 0.9);
box-shadow: 0 0 8px #ff00ff;
text-shadow: 1px 1px 2px #ff00ff;
box-sizing: border-box;
}
h1 {
font-size: 3.5vw;
color: #ff00ff;
text-shadow: 2px 2px 0 #00ffcc, 0 0 8px #ffffff;
margin: 1.5vh 0;
animation: glow 1.5s infinite alternate;
}
#status, #mission {
font-size: 2vw;
color: #ffff00;
text-shadow: 1px 1px 2px #ff00ff;
margin: 1vh 0;
}
.entity, #stats, #skills {
margin: 1.5vh 0;
padding: 0.8vh;
background: rgba(255, 0, 255, 0.1);
box-shadow: 0 0 4px #00ffcc;
}
.bar {
width: 35vw;
height: 2.5vh;
background: #222;
display: inline-block;
box-shadow: inset 0 0 4px #ff00ff;
}
.health { height: 100%; background: #ff0066; transition: width 0.3s; }
.mana { height: 100%; background: #00ccff; transition: width 0.3s; }
.exp { height: 100%; background: #ffff00; transition: width 0.3s; }
#combat-log {
height: 18vh;
overflow-y: auto;
padding: 0.8vh;
background: rgba(0, 0, 0, 0.5);
color: #00ffcc;
text-shadow: 0.5px 0.5px 1px #ff00ff;
font-size: 1.8vw;
}
button {
background: #ff00ff;
color: #00ffcc;
padding: 0.8vh 1.5vw;
font-family: 'Press Start 2P', cursive;
font-size: 1.8vw;
margin: 0.4vh;
cursor: pointer;
box-shadow: 0 0 4px #ff00ff;
touch-action: manipulation;
}
button:hover, button:active { background: #00ffcc; color: #ff00ff; }
#skill-buttons { display: flex; flex-wrap: wrap; justify-content: center; }
/* Inn Timer */
#inn-timer {
position: fixed;
top: 50%;
left: 50%;
font-size: 3vw;
color: #ff00ff;
background: rgba(0, 0, 0, 0.8);
padding: 2vh;
box-shadow: 0 0 16px #00ffcc;
display: none;
z-index: 100;
text-shadow: 2px 2px 4px #00ccff;
min-width: 30vw;
text-align: center;
border: 2px solid #ff00ff;
border-radius: 10px;
transform: translate(-50%, -50%);
}
/* Minimal Export Popup */
#export-popup {
display: none;
position: fixed;
top: 50%;
left: 50%;
width: 50vw;
max-width: 400px;
min-width: 300px;
background: #000000;
border: 3px solid #ff00ff;
box-shadow: 0 0 15px #ff00ff, 0 0 25px #00ccff, inset 0 0 10px #ff00ff;
padding: 2vh;
z-index: 2000;
animation: neonPulse 1.5s infinite alternate;
transform: translate(-50%, -50%);
text-align: center;
}
#export-popup h2 {
font-size: 2.2vw;
color: #ffff00;
text-shadow: 0 0 8px #ff00ff;
margin: 0 0 2vh 0;
}
#export-stats {
color: #00ffcc;
font-size: 1.5vw;
line-height: 1.6;
margin: 2vh 0;
}
.export-buttons {
display: flex;
flex-direction: column;
gap: 1.5vh;
margin-top: 2vh;
}
.export-btn {
background: #ff00ff;
color: #00ffcc;
padding: 1.2vh 0;
font-size: 1.8vw;
width: 100%;
border: none;
cursor: pointer;
box-shadow: 0 0 8px #ff00ff;
}
.export-btn:hover {
background: #00ffcc;
color: #ff00ff;
}
.close-export {
background: #ff0066;
color: #ffffff;
padding: 0.8vh 2vw;
font-size: 1.5vw;
margin-top: 1vh;
width: 100%;
}
/* Game Over Screen */
#game-over-screen {
display: none;
position: fixed;
top: 50%;
left: 50%;
width: 80vw;
max-width: 600px;
background: linear-gradient(45deg, #ff00ff, #00ccff);
color: #ffffff;
text-align: center;
padding: 2vh;
box-shadow: 0 0 20px #ff00ff, 0 0 30px #00ccff;
animation: popup 0.5s ease-out, pulse 2s infinite alternate;
z-index: 1000;
border-radius: 10px;
transform: translate(-50%, -50%);
}
#game-over-screen h2 {
font-size: 3vw;
color: #ffff00;
text-shadow: 0 0 8px #ff00ff, 0 0 16px #00ccff;
margin: 1.5vh 0;
}
#game-over-screen p {
font-size: 1.5vw;
color: #ffffff;
text-shadow: 0 0 4px #000000;
margin: 0.8vh 0;
}
/* Craft Menu */
#craft-menu {
display: none;
position: fixed;
top: 50%;
left: 50%;
width: 70vw;
max-width: 600px;
background: #000000;
border: 3px solid #ff00ff;
box-shadow: 0 0 15px #ff00ff, 0 0 25px #00ccff, inset 0 0 10px #ff00ff;
padding: 2vh;
z-index: 1000;
animation: neonPulse 1.5s infinite alternate;
transform: translate(-50%, -50%);
}
#craft-menu h2 {
font-size: 2.5vw;
color: #ffff00;
text-shadow: 0 0 8px #ff00ff;
margin: 0 0 2vh 0;
text-align: center;
}
#craft-list {
list-style: none;
padding: 0;
margin: 0;
}
#craft-list li {
color: #00ffcc;
font-size: 1.5vw;
padding: 1vh 1.5vw;
margin: 0.5vh 0;
background: rgba(255, 0, 255, 0.1);
border-left: 5px solid #ff00ff;
display: flex;
justify-content: space-between;
align-items: center;
transition: all 0.3s ease;
}
#craft-list li:hover {
background: rgba(255, 0, 255, 0.3);
border-left: 5px solid #00ccff;
transform: translateX(5px);
}
#craft-list li button {
background: #ffff00;
color: #ff00ff;
font-size: 1.2vw;
padding: 0.5vh 1vw;
box-shadow: 0 0 5px #ffffff;
}
#craft-list li button:hover {
background: #00ccff;
color: #ffffff;
}
@keyframes glow {
from { text-shadow: 2px 2px 0 #00ffcc, 0 0 8px #ffffff; }
to { text-shadow: 3px 3px 0 #00ffcc, 0 0 12px #ffffff; }
}
@keyframes pulse {
from { box-shadow: 0 0 20px #ff00ff, 0 0 30px #00ccff; }
to { box-shadow: 0 0 30px #ff00ff, 0 0 40px #00ccff; }
}
@keyframes popup {
from { transform: translate(-50%, -50%) scale(0); opacity: 0; }
to { transform: translate(-50%, -50%) scale(1); opacity: 1; }
}
@keyframes neonPulse {
from { box-shadow: 0 0 15px #ff00ff, 0 0 25px #00ccff, inset 0 0 10px #ff00ff; }
to { box-shadow: 0 0 25px #ff00ff, 0 0 35px #00ccff, inset 0 0 15px #ff00ff; }
}
/* Mobile scaling */
@media screen and (max-width: 768px) {
h1 { font-size: 5vw; }
#status, #mission { font-size: 3vw; }
#export-popup { width: 70vw; }
#export-popup h2 { font-size: 3vw; }
#export-stats { font-size: 2.2vw; }
.export-btn { font-size: 2.5vw; }
.close-export { font-size: 2.2vw; }
#craft-list li { font-size: 2.5vw; }
button { font-size: 2.5vw; }
#inn-timer { font-size: 5vw; }
}
@media screen and (max-width: 480px) {
h1 { font-size: 6vw; }
#status, #mission { font-size: 4vw; }
#export-popup { width: 85vw; padding: 1.5vh; }
#export-popup h2 { font-size: 4vw; }
#export-stats { font-size: 3vw; }
.export-btn { font-size: 3.5vw; padding: 1.5vh 0; }
.close-export { font-size: 3vw; }
button { font-size: 3vw; padding: 1vh 3vw; }
#skill-buttons { flex-direction: column; align-items: center; }
.bar { width: 50vw; }
}
</style>
</head>
<body>
<div id="game">
<h1>Emoji Quest RL • WebXOS 2026</h1>
<div id="status">Tap a command to begin! 🎮</div>
<div id="stats">
Player: <span id="hero-emoji">🧙‍♂️</span> Lvl: <span id="hero-level">1</span> Gold: <span id="hero-gold">0</span> 💰<br>
HP: <div class="bar"><div class="health" id="hero-health" style="width: 100%;"></div></div> <span id="hero-hp">100/100</span> ❤️<br>
MP: <div class="bar"><div class="mana" id="hero-mana" style="width: 100%;"></div></div> <span id="hero-mp">50/50</span> 🔮<br>
EXP: <div class="bar"><div class="exp" id="hero-exp" style="width: 0%;"></div></div> <span id="hero-exp-text">0/50</span><br>
STR: <span id="hero-str">5</span> 💪 | INT: <span id="hero-int">5</span> 🧠 | VIT: <span id="hero-vit">5</span> 🛡️ | DEF: <span id="hero-def">0</span> 🛡️<br>
Points: <span id="skill-points">0</span> 🎯 | Armor: <span id="armor-level">None</span> | Weapon: <span id="weapon-level">None</span>
</div>
<div id="skills" style="display: none;">
<button onclick="upgradeStat('str')">💪 +STR (1pt)</button>
<button onclick="upgradeStat('int')">🧠 +INT (1pt)</button>
<button onclick="upgradeStat('vit')">🛡️ +VIT (1pt)</button>
</div>
<div class="entity">Enemy: <span id="enemy-emoji">👾 Zargoth</span>
HP: <div class="bar"><div class="health" id="enemy-health" style="width: 100%;"></div></div> <span id="enemy-hp">60/60</span> ❤️
</div>
<div id="mission"></div>
<div id="combat-log"></div>
<div id="skill-buttons">
<button onclick="playerTurn(1)">⚔️ Attack</button>
<button onclick="playerTurn(2)">✨ Spell</button>
<button onclick="playerTurn(4)">🏡 Inn</button>
<button onclick="openCraftMenu()">🔨 Craft</button>
<button onclick="showExportPopup()">💾 Export</button>
</div>
</div>
<!-- Inn Timer -->
<div id="inn-timer"></div>
<!-- Minimal Export Popup -->
<div id="export-popup">
<h2>💾 Export Dataset</h2>
<div id="export-stats">
<div>📊 Decisions: <span id="export-decision-count">0</span></div>
<div>👾 Enemies: <span id="export-enemy-count">0</span></div>
<div>💰 Gold: <span id="export-gold">0</span></div>
<div>⭐ Level: <span id="export-level">1</span></div>
<div>⏱️ Playtime: <span id="export-time">0s</span></div>
</div>
<div class="export-buttons">
<button class="export-btn" onclick="exportDataset()">📥 Export as ZIP</button>
<button class="close-export" onclick="closeExportPopup()">Close</button>
</div>
</div>
<!-- Craft Menu -->
<div id="craft-menu">
<h2>🔨 Forge</h2>
<ul id="craft-list">
<li>Leather Armor (DEF +25) - 2000 Gold <button onclick="craftArmor(1)">Craft</button></li>
<li>Chain Mail (DEF +75) - 10000 Gold <button onclick="craftArmor(2)">Craft</button></li>
<li>Plate Armor (DEF +150) - 30000 Gold <button onclick="craftArmor(3)">Craft</button></li>
<li>Mythril Armor (DEF +250) - 60000 Gold <button onclick="craftArmor(4)">Craft</button></li>
<li>Great Staff (Spell +200) - 50000 Gold <button onclick="craftWeapon(1)">Craft</button></li>
<li>Great Sword (ATK +200) - 50000 Gold <button onclick="craftWeapon(2)">Craft</button></li>
</ul>
<button class="close-export" onclick="closeCraftMenu()">Close</button>
</div>
<!-- Game Over Screen -->
<div id="game-over-screen">
<h2>🏆 Game Over</h2>
<p>Level: <span id="game-over-level"></span> 🎖️</p>
<p>Total Gold: <span id="game-over-gold"></span> 💰</p>
<p>Total XP: <span id="game-over-exp"></span></p>
<p>Total Decisions: <span id="game-over-decisions"></span> 📊</p>
<button onclick="showExportPopup()">💾 Export Dataset</button>
<button onclick="location.reload()">🔄 Restart</button>
</div>
<script>
// Game state tracking
let gameData = {
states: [],
flatStates: [],
decisions: [],
metadata: {
game: "Emoji Quest RL",
version: "WebXOS 2026",
created: new Date().toISOString(),
license: "MIT",
default_config: "csv",
features: [
{name: "timestamp", dtype: "int64"},
{name: "action", dtype: "string"},
{name: "reward", dtype: "float64"},
{name: "outcome", dtype: "string"},
{name: "decision_type", dtype: "string"},
{name: "player_state", dtype: "string"},
{name: "enemy_info", dtype: "string"},
{name: "player_state_snapshot", dtype: "string"},
{name: "enemy_state", dtype: "string"},
{name: "enemy_count", dtype: "int64"},
{name: "game_state", dtype: "string"}
]
}
};
// Core game variables
const status = document.getElementById('status');
const combatLog = document.getElementById('combat-log');
const heroHealth = document.getElementById('hero-health');
const heroHp = document.getElementById('hero-hp');
const heroMana = document.getElementById('hero-mana');
const heroMp = document.getElementById('hero-mp');
const heroExp = document.getElementById('hero-exp');
const heroExpText = document.getElementById('hero-exp-text');
const heroLevel = document.getElementById('hero-level');
const heroGold = document.getElementById('hero-gold');
const heroStr = document.getElementById('hero-str');
const heroInt = document.getElementById('hero-int');
const heroVit = document.getElementById('hero-vit');
const heroDef = document.getElementById('hero-def');
const skillPoints = document.getElementById('skill-points');
const armorLevel = document.getElementById('armor-level');
const weaponLevel = document.getElementById('weapon-level');
const enemyHealth = document.getElementById('enemy-health');
const enemyHp = document.getElementById('enemy-hp');
const enemyEmoji = document.getElementById('enemy-emoji');
const mission = document.getElementById('mission');
const skillsDiv = document.getElementById('skills');
const craftMenu = document.getElementById('craft-menu');
const exportPopup = document.getElementById('export-popup');
const gameOverScreen = document.getElementById('game-over-screen');
const innTimer = document.getElementById('inn-timer');
let hero = {
level: 1, hp: 100, maxHp: 100, mp: 50, maxMp: 50, exp: 0, expToLevel: 50,
str: 5, int: 5, vit: 5, def: 0, gold: 0, skillPoints: 0,
armorLevel: 0, hasGreatStaff: false, hasGreatSword: false, atkBonus: 0, spellBonus: 0
};
const startTime = Date.now();
const baseEnemies = [
{ emoji: '👾', name: 'Zargoth', hp: 60, attack: 10 },
{ emoji: '🕷️', name: 'Skrix', hp: 50, attack: 12 },
{ emoji: '🦇', name: 'Vlyth', hp: 55, attack: 11 },
{ emoji: '🐍', name: 'Slytheron', hp: 80, attack: 15 },
{ emoji: '🦂', name: 'Stingrax', hp: 70, attack: 18 },
{ emoji: '🤖', name: 'Mechalon', hp: 100, attack: 20 },
{ emoji: '💾', name: 'Datavore', hp: 120, attack: 25 },
{ emoji: '🖥️', name: 'Screenix', hp: 110, attack: 22 },
{ emoji: '🕸️', name: 'Webtron', hp: 130, attack: 28 },
{ emoji: '🔋', name: 'Voltrix', hp: 140, attack: 26 },
{ emoji: '🐉', name: 'Drakzul', hp: 150, attack: 30 },
{ emoji: '👻', name: 'Spectrix', hp: 140, attack: 32 },
{ emoji: '👽', name: 'Xenorath', hp: 200, attack: 40 }
];
let enemyCount = 0;
let currentEnemy = spawnEnemy();
let gameState = 'playing';
let innCooldown = false;
let decisionCount = 0;
// Audio
const audioContext = new (window.AudioContext || window.webkitAudioContext)();
function playClickSound() {
const oscillator = audioContext.createOscillator();
const gainNode = audioContext.createGain();
oscillator.connect(gainNode);
gainNode.connect(audioContext.destination);
oscillator.type = 'square';
oscillator.frequency.value = 880;
gainNode.gain.setValueAtTime(0.1, audioContext.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + 0.1);
oscillator.start();
oscillator.stop(audioContext.currentTime + 0.1);
}
function playInnSound() {
const oscillator = audioContext.createOscillator();
const gainNode = audioContext.createGain();
oscillator.connect(gainNode);
gainNode.connect(audioContext.destination);
oscillator.type = 'sine';
oscillator.frequency.setValueAtTime(440, audioContext.currentTime);
oscillator.frequency.exponentialRampToValueAtTime(880, audioContext.currentTime + 0.5);
gainNode.gain.setValueAtTime(0.1, audioContext.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + 0.5);
oscillator.start();
oscillator.stop(audioContext.currentTime + 0.5);
}
// Record game state - FIXED VERSION with consistent data structure
function recordState(action, reward, outcome) {
const timestamp = Date.now();
const decision_type = getDecisionType(action);
// Create player state snapshot (the 6 missing columns)
const playerSnapshot = JSON.stringify({
level: hero.level,
hp: hero.hp,
maxHp: hero.maxHp,
mp: hero.mp,
maxMp: hero.maxMp,
str: hero.str,
int: hero.int,
vit: hero.vit,
def: hero.def,
gold: hero.gold,
skillPoints: hero.skillPoints
});
// Create enemy info (the 6 missing columns)
const enemyInfo = JSON.stringify({
name: currentEnemy.name,
emoji: currentEnemy.emoji,
hp: currentEnemy.hp,
maxHp: currentEnemy.maxHp,
attack: currentEnemy.attack,
is_boss: currentEnemy.isBoss || false,
is_elite: currentEnemy.isElite || false
});
// Create player state (the 4 new columns)
const playerState = JSON.stringify(hero);
// Create enemy state (the 4 new columns)
const enemyState = JSON.stringify(currentEnemy);
// Create the complete state object with ALL columns
const completeState = {
timestamp,
action: action.toString(),
reward: parseFloat(reward),
outcome,
decision_type,
player_state_snapshot: playerSnapshot,
enemy_info: enemyInfo,
player_state: playerState,
enemy_state: enemyState,
enemy_count: enemyCount,
game_state: gameState
};
// Add to game data
gameData.states.push(completeState);
gameData.decisions.push(completeState);
gameData.flatStates.push(completeState);
decisionCount++;
}
function getDecisionType(actionId) {
if (typeof actionId === 'string') {
if (actionId.includes('upgrade')) return "upgrade_stat";
if (actionId.includes('craft_armor')) return "craft_armor";
if (actionId.includes('craft_weapon')) return "craft_weapon";
if (actionId.includes('enemy_defeated')) return "combat_victory";
if (actionId.includes('player_death')) return "player_death";
if (actionId.includes('inn_rest')) return "rest_inn";
if (actionId.includes('level_up')) return "progression";
return actionId;
}
const types = {
1: "combat_attack",
2: "combat_spell",
4: "rest_inn"
};
return types[actionId] || "unknown";
}
// CSV helper
function convertToCSV(data, columns) {
if (data.length === 0) return '';
const headers = columns.join(',');
const rows = data.map(item => {
return columns.map(col => {
let value = item[col];
if (value === undefined || value === null) value = '';
if (typeof value === 'object' && value !== null) {
value = JSON.stringify(value).replace(/"/g, '""');
return `"${value}"`;
}
if (typeof value === 'string' && (value.includes(',') || value.includes('"'))) {
return `"${value.replace(/"/g, '""')}"`;
}
return value;
}).join(',');
});
return [headers, ...rows].join('\n');
}
// Minimal export popup
function showExportPopup() {
playClickSound();
// Update stats
document.getElementById('export-decision-count').textContent = decisionCount;
document.getElementById('export-enemy-count').textContent = enemyCount;
document.getElementById('export-gold').textContent = hero.gold;
document.getElementById('export-level').textContent = hero.level;
document.getElementById('export-time').textContent = Math.floor((Date.now() - startTime) / 1000) + 's';
exportPopup.style.display = 'block';
}
function closeExportPopup() {
playClickSound();
exportPopup.style.display = 'none';
}
// Main export function - FIXED VERSION with consistent columns
function exportDataset() {
playClickSound();
// Define ALL columns for consistency
const allColumns = [
'timestamp',
'action',
'reward',
'outcome',
'decision_type',
'player_state_snapshot',
'enemy_info',
'player_state',
'enemy_state',
'enemy_count',
'game_state'
];
// Prepare dataset with consistent structure
const completeDataset = {
game_states: gameData.states.map(state => ({
timestamp: state.timestamp,
action: state.action,
reward: state.reward,
outcome: state.outcome,
decision_type: state.decision_type,
player_state_snapshot: state.player_state_snapshot,
enemy_info: state.enemy_info,
player_state: state.player_state,
enemy_state: state.enemy_state,
enemy_count: state.enemy_count,
game_state: state.game_state
})),
decisions: gameData.decisions.map(decision => ({
timestamp: decision.timestamp,
action: decision.action,
reward: decision.reward,
outcome: decision.outcome,
decision_type: decision.decision_type,
player_state_snapshot: decision.player_state_snapshot,
enemy_info: decision.enemy_info,
player_state: decision.player_state,
enemy_state: decision.enemy_state,
enemy_count: decision.enemy_count,
game_state: decision.game_state
})),
summary: {
total_states: gameData.states.length,
total_decisions: gameData.decisions.length,
total_enemies_defeated: enemyCount,
total_gold_earned: hero.gold,
total_xp_earned: hero.exp,
play_time: Math.floor((Date.now() - startTime) / 1000),
final_level: hero.level,
final_gold: hero.gold,
final_hp: hero.hp,
final_mp: hero.mp
},
metadata: {
...gameData.metadata,
export_date: new Date().toISOString(),
license: "mit",
task_categories: ["reinforcement_learning", "decision_making"],
task_ids: ["emoji_quest_rl"],
pretty_name: "Emoji Quest RL Dataset"
}
};
// Create CSV files with ALL columns
const statesData = gameData.flatStates.map(state => {
const filtered = {};
allColumns.forEach(col => {
filtered[col] = state[col] !== undefined ? state[col] : '';
});
return filtered;
});
const decisionsData = gameData.decisions.map(decision => {
const filtered = {};
allColumns.forEach(col => {
filtered[col] = decision[col] !== undefined ? decision[col] : '';
});
return filtered;
});
const statesCSV = convertToCSV(statesData, allColumns);
const decisionsCSV = convertToCSV(decisionsData, allColumns);
// Create README with consistent config
const readme = `---
license: mit
task_categories:
- reinforcement_learning
- decision_making
task_ids:
- emoji_quest_rl
pretty_name: Emoji Quest RL Dataset
dataset_info:
configs:
- config_name: game_states
data_files:
- split: train
path: game_states.csv
features:
- name: timestamp
dtype: int64
- name: action
dtype: string
- name: reward
dtype: float64
- name: outcome
dtype: string
- name: decision_type
dtype: string
- name: player_state_snapshot
dtype: string
- name: enemy_info
dtype: string
- name: player_state
dtype: string
- name: enemy_state
dtype: string
- name: enemy_count
dtype: int64
- name: game_state
dtype: string
- config_name: decisions
data_files:
- split: train
path: decisions.csv
features:
- name: timestamp
dtype: int64
- name: action
dtype: string
- name: reward
dtype: float64
- name: outcome
dtype: string
- name: decision_type
dtype: string
- name: player_state_snapshot
dtype: string
- name: enemy_info
dtype: string
- name: player_state
dtype: string
- name: enemy_state
dtype: string
- name: enemy_count
dtype: int64
- name: game_state
dtype: string
default: game_states
---
# Emoji Quest RL Dataset
Reinforcement learning dataset from Emoji Quest RL gameplay.
## Files
### game_states.csv
Game state snapshots at each decision point. Contains player and enemy stats.
### decisions.csv
Player decisions with rewards and outcomes. Contains action choices and results.
## Summary
- Total states: ${completeDataset.summary.total_states}
- Total decisions: ${completeDataset.summary.total_decisions}
- Total enemies defeated: ${completeDataset.summary.total_enemies_defeated}
- Total gold earned: ${completeDataset.summary.total_gold_earned}
- Total XP earned: ${completeDataset.summary.total_xp_earned}
- Play time: ${completeDataset.summary.play_time} seconds
- Final level: ${completeDataset.summary.final_level}
- Final gold: ${completeDataset.summary.final_gold}
- Final HP: ${completeDataset.summary.final_hp}
- Final MP: ${completeDataset.summary.final_mp}
`;
// Create ZIP - Only include the required 5 files
const zip = new JSZip();
// Add only the required files (no dataset_summary.json)
zip.file("game_states.csv", statesCSV);
zip.file("decisions.csv", decisionsCSV);
zip.file("game_states.json", JSON.stringify(completeDataset.game_states, null, 2));
zip.file("decisions.json", JSON.stringify(completeDataset.decisions, null, 2));
zip.file("README.md", readme);
// Generate and download
zip.generateAsync({type: "blob", compression: "DEFLATE"})
.then(blob => {
const url = URL.createObjectURL(blob);
const a = document.createElement('a');
a.href = url;
a.download = `emoji_quest_${Date.now()}.zip`;
document.body.appendChild(a);
a.click();
document.body.removeChild(a);
URL.revokeObjectURL(url);
appendLog("✅ Dataset exported! Ready for HF Upload.");
closeExportPopup();
})
.catch(error => {
appendLog("❌ Export failed: " + error);
console.error(error);
});
}
// ESC key for quick export
document.addEventListener('keydown', function(e) {
if (e.key === 'Escape' && gameState === 'playing') {
showExportPopup();
}
});
// Game commands
const commands = {
1: { name: 'Attack', emoji: '⚔️', cost: 0, effect: (enemy) => {
let dmg = (hero.str * 3) + hero.atkBonus;
enemy.hp -= dmg;
return dmg;
}, log: 'slashes with Attack ⚔️' },
2: { name: 'Spell', emoji: '✨', cost: 15, effect: (enemy) => {
let dmg = 75 + (hero.int * 3) + hero.spellBonus;
enemy.hp -= dmg;
return dmg;
}, log: 'casts Spell ✨' },
4: { name: 'Inn', emoji: '🏡', cost: 0, effect: () => startInnTimer(), log: 'rests at Inn 🏡' }
};
const armors = [
{ name: 'None', def: 0, cost: 0 },
{ name: 'Leather Armor', def: 25, cost: 2000 },
{ name: 'Chain Mail', def: 75, cost: 10000 },
{ name: 'Plate Armor', def: 150, cost: 30000 },
{ name: 'Mythril Armor', def: 250, cost: 60000 }
];
const weapons = [
{ name: 'None', spellBonus: 0, atkBonus: 0, cost: 0 },
{ name: 'Great Staff', spellBonus: 200, atkBonus: 0, cost: 50000 },
{ name: 'Great Sword', spellBonus: 0, atkBonus: 200, cost: 50000 }
];
function spawnEnemy() {
enemyCount++;
let baseEnemy = baseEnemies[Math.floor(Math.random() * baseEnemies.length)];
let scale = 1 + (enemyCount * 0.1);
let levelScale = 0.8 + (hero.level * 0.05);
let enemy = {
...baseEnemy,
hp: Math.floor(baseEnemy.hp * scale),
maxHp: Math.floor(baseEnemy.hp * scale),
attack: Math.floor(baseEnemy.attack * scale * levelScale),
isBoss: false,
isElite: false
};
if (enemyCount % 10 === 0) {
enemy.hp *= 2;
enemy.maxHp *= 2;
enemy.attack *= 2;
enemy.emoji = `👑${enemy.emoji}`;
enemy.name = `King ${enemy.name}`;
enemy.isBoss = true;
} else if (Math.random() < 0.2) {
enemy.hp = Math.floor(enemy.hp * 1.5);
enemy.maxHp = Math.floor(enemy.hp * 1.5);
enemy.attack = Math.floor(enemy.attack * 1.5);
enemy.emoji = `⭐${enemy.emoji}`;
enemy.name = `Elite ${enemy.name}`;
enemy.isElite = true;
}
return enemy;
}
function playerTurn(commandId) {
if (gameState !== 'playing' || innCooldown) return;
playClickSound();
const command = commands[commandId];
if (command.cost > 0 && hero.mp < command.cost) {
appendLog('Not enough Mana! 🔮');
return;
}
hero.mp -= command.cost;
let log = `🧙‍♂️ ${command.log}`;
let damage = 0;
if (commandId === 1 || commandId === 2) {
damage = command.effect(currentEnemy);
log += ` for ${damage} damage!`;
recordState(command.name, damage, "damage_dealt");
} else {
command.effect(currentEnemy);
return;
}
appendLog(log);
updateUI();
if (currentEnemy.hp <= 0) {
recordState("enemy_defeated", 100, "victory");
winCombat();
} else if (!innCooldown) {
setTimeout(randomEnemyTurn, 500);
}
}
function randomEnemyTurn() {
if (gameState !== 'playing' || innCooldown) return;
if (Math.random() < 0.5) {
let damage = Math.max(1, currentEnemy.attack - hero.def);
hero.hp -= damage;
appendLog(`${currentEnemy.emoji} ${currentEnemy.name} strikes for ${damage} damage! 💥 (Def: ${hero.def})`);
recordState("enemy_attack", -damage, "damage_taken");
updateUI();
if (hero.hp <= 0) {
gameState = 'over';
status.textContent = 'Game Over! 💀';
recordState("player_death", -1000, "defeat");
showGameOverScreen();
}
} else {
appendLog(`${currentEnemy.emoji} ${currentEnemy.name} hesitates... ⏳`);
recordState("enemy_hesitate", 0, "enemy_inaction");
}
}
function startInnTimer() {
if (innCooldown) return;
playInnSound();
innCooldown = true;
let timeLeft = 10;
innTimer.style.display = 'block';
innTimer.textContent = `Resting: ${timeLeft}s ⏳`;
status.textContent = 'Resting at the Inn... 🏡';
const timer = setInterval(() => {
timeLeft--;
innTimer.textContent = `Resting: ${timeLeft}s ⏳`;
if (timeLeft <= 0) {
clearInterval(timer);
hero.hp = hero.maxHp;
hero.mp = hero.maxMp;
innCooldown = false;
innTimer.style.display = 'none';
status.textContent = 'Tap a command to fight! 🎮';
appendLog('🧙‍♂️ fully restored! 🌟');
recordState("inn_rest", 200, "full_restoration");
updateUI();
}
}, 1000);
}
function winCombat() {
const enemyKey = `${currentEnemy.emoji} ${currentEnemy.name}`;
let expGain = Math.floor(currentEnemy.maxHp / 2 * (1 + enemyCount * 0.05));
let goldGain = Math.floor(currentEnemy.maxHp * (1 + enemyCount * 0.05));
appendLog(`${enemyKey} defeated! +${expGain} EXP ⭐, +${goldGain} Gold 💰`);
hero.exp += expGain;
hero.gold += goldGain;
if (hero.exp >= hero.expToLevel) levelUp();
currentEnemy = spawnEnemy();
updateMission();
updateUI();
}
function levelUp() {
hero.level++;
hero.exp -= hero.expToLevel;
hero.expToLevel = Math.floor(hero.expToLevel * 1.5);
hero.skillPoints += 2;
hero.maxHp += 20 + hero.vit * 2;
hero.maxMp += 10;
appendLog(`Level Up! Now Level ${hero.level}. +2 Skill Points! 🌟`);
recordState("level_up", 500, "progression");
skillsDiv.style.display = hero.skillPoints > 0 ? 'block' : 'none';
updateUI();
}
function upgradeStat(stat) {
if (hero.skillPoints > 0) {
playClickSound();
hero[stat]++;
hero.skillPoints--;
appendLog(`+1 ${stat.toUpperCase()}! 🎯`);
recordState(`upgrade_${stat}`, 50, "stat_improvement");
skillsDiv.style.display = hero.skillPoints > 0 ? 'block' : 'none';
updateUI();
}
}
function craftArmor(level) {
playClickSound();
const armor = armors[level];
if (hero.gold >= armor.cost && hero.armorLevel < level) {
hero.gold -= armor.cost;
hero.def = armor.def;
hero.armorLevel = level;
appendLog(`Crafted ${armor.name}! DEF increased to ${hero.def} 🛡️`);
recordState(`craft_armor_${level}`, armor.def, "equipment_craft");
closeCraftMenu();
updateUI();
} else if (hero.gold < armor.cost) {
appendLog('Not enough Gold! 💰');
} else {
appendLog('You already have better armor! 🛡️');
}
}
function craftWeapon(index) {
playClickSound();
const weapon = weapons[index];
let alreadyOwned = (index === 1 && hero.hasGreatStaff) || (index === 2 && hero.hasGreatSword);
if (hero.gold >= weapon.cost && !alreadyOwned) {
hero.gold -= weapon.cost;
if (index === 1) {
hero.hasGreatStaff = true;
hero.spellBonus += weapon.spellBonus;
appendLog(`Crafted ${weapon.name}! Spell damage increased by ${weapon.spellBonus} ✨`);
} else if (index === 2) {
hero.hasGreatSword = true;
hero.atkBonus += weapon.atkBonus;
appendLog(`Crafted ${weapon.name}! Attack damage increased by ${weapon.atkBonus} ⚔️`);
}
recordState(`craft_weapon_${index}`, weapon.spellBonus + weapon.atkBonus, "weapon_craft");
closeCraftMenu();
updateUI();
} else if (hero.gold < weapon.cost) {
appendLog('Not enough Gold! 💰');
} else {
appendLog(`You already own the ${weapon.name}!`);
}
}
function showGameOverScreen() {
gameOverScreen.style.display = 'block';
document.getElementById('game-over-level').textContent = hero.level;
document.getElementById('game-over-gold').textContent = hero.gold;
document.getElementById('game-over-exp').textContent = Math.floor(hero.exp);
document.getElementById('game-over-decisions').textContent = decisionCount;
}
function updateUI() {
heroHealth.style.width = `${(hero.hp / hero.maxHp) * 100}%`;
heroHp.textContent = `${hero.hp}/${hero.maxHp}`;
heroMana.style.width = `${(hero.mp / hero.maxMp) * 100}%`;
heroMp.textContent = `${hero.mp}/${hero.maxMp}`;
heroExp.style.width = `${(hero.exp / hero.expToLevel) * 100}%`;
heroExpText.textContent = `${Math.floor(hero.exp)}/${hero.expToLevel}`;
heroLevel.textContent = hero.level;
heroGold.textContent = hero.gold;
heroStr.textContent = hero.str;
heroInt.textContent = hero.int;
heroVit.textContent = hero.vit;
heroDef.textContent = hero.def;
skillPoints.textContent = hero.skillPoints;
armorLevel.textContent = armors[hero.armorLevel].name;
weaponLevel.textContent = `${hero.hasGreatStaff ? 'Great Staff' : ''}${hero.hasGreatStaff && hero.hasGreatSword ? ' + ' : ''}${hero.hasGreatSword ? 'Great Sword' : ''}` || 'None';
enemyHealth.style.width = `${(currentEnemy.hp / currentEnemy.maxHp) * 100}%`;
enemyHp.textContent = currentEnemy.hp <= 0 ? 'DEFEATED' : `${currentEnemy.hp}/${currentEnemy.maxHp}`;
enemyEmoji.textContent = `${currentEnemy.emoji} ${currentEnemy.name}`;
}
function updateMission() {
mission.textContent = `Enemies: ${enemyCount} | Decisions: ${decisionCount} | Exportable for RL! 📊`;
}
function appendLog(message) {
if (message) {
combatLog.innerHTML += `<p>${message}</p>`;
combatLog.scrollTop = combatLog.scrollHeight;
}
}
function openCraftMenu() {
playClickSound();
craftMenu.style.display = 'block';
}
function closeCraftMenu() {
playClickSound();
craftMenu.style.display = 'none';
}
// Initialize
updateMission();
updateUI();
</script>
</body>
</html>