chore: import upstream snapshot with attribution
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// Copyright (c) Microsoft. All rights reserved.
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using Microsoft.SemanticKernel;
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using Microsoft.SemanticKernel.ChatCompletion;
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using Microsoft.SemanticKernel.Connectors.OpenAI;
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namespace FunctionCalling;
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/// <summary>
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/// These samples demonstrate how to advertise functions to AI model based on a context.
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/// </summary>
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public class ContextDependentAdvertising(ITestOutputHelper output) : BaseTest(output)
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{
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/// <summary>
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/// This sample demonstrates how to advertise functions to AI model based on the context of the chat history.
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/// It advertises functions to the AI model based on the game state.
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/// For example, if the maze has not been created, advertise the create maze function only to prevent the AI model
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/// from adding traps or treasures to the maze before it is created.
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/// </summary>
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[Fact]
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public async Task AdvertiseFunctionsDependingOnContextPerUserInteractionAsync()
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{
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Kernel kernel = CreateKernel();
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IChatCompletionService chatCompletionService = kernel.GetRequiredService<IChatCompletionService>();
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// Tracking number of iterations to avoid infinite loop.
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int maxIteration = 10;
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int iteration = 0;
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// Define the functions for AI model to call.
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var gameUtils = kernel.ImportPluginFromType<GameUtils>();
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KernelFunction createMaze = gameUtils["CreateMaze"];
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KernelFunction addTraps = gameUtils["AddTrapsToMaze"];
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KernelFunction addTreasures = gameUtils["AddTreasuresToMaze"];
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KernelFunction playGame = gameUtils["PlayGame"];
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ChatHistory chatHistory = [];
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chatHistory.AddUserMessage("I would like to play a maze game with a lot of tricky traps and shiny treasures.");
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// Loop until the game has started or the max iteration is reached.
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while (!chatHistory.Any(item => item.Content?.Contains("Game started.") ?? false) && iteration < maxIteration)
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{
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List<KernelFunction> functionsToAdvertise = [];
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// Decide game state based on chat history.
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bool mazeCreated = chatHistory.Any(item => item.Content?.Contains("Maze created.") ?? false);
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bool trapsAdded = chatHistory.Any(item => item.Content?.Contains("Traps added to the maze.") ?? false);
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bool treasuresAdded = chatHistory.Any(item => item.Content?.Contains("Treasures added to the maze.") ?? false);
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// The maze has not been created yet so advertise the create maze function.
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if (!mazeCreated)
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{
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functionsToAdvertise.Add(createMaze);
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}
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// The maze has been created so advertise the adding traps and treasures functions.
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else if (mazeCreated && (!trapsAdded || !treasuresAdded))
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{
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functionsToAdvertise.Add(addTraps);
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functionsToAdvertise.Add(addTreasures);
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}
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// Both traps and treasures have been added so advertise the play game function.
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else if (treasuresAdded && trapsAdded)
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{
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functionsToAdvertise.Add(playGame);
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}
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// Provide the functions to the AI model.
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OpenAIPromptExecutionSettings settings = new() { FunctionChoiceBehavior = FunctionChoiceBehavior.Required(functionsToAdvertise) };
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// Prompt the AI model.
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ChatMessageContent result = await chatCompletionService.GetChatMessageContentAsync(chatHistory, settings, kernel);
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Console.WriteLine(result);
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iteration++;
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}
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}
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private static Kernel CreateKernel()
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{
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// Create kernel
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IKernelBuilder builder = Kernel.CreateBuilder();
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builder.AddOpenAIChatCompletion(TestConfiguration.OpenAI.ChatModelId, TestConfiguration.OpenAI.ApiKey);
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return builder.Build();
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}
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private sealed class GameUtils
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{
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[KernelFunction]
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public static string CreateMaze() => "Maze created.";
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[KernelFunction]
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public static string AddTrapsToMaze() => "Traps added to the maze.";
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[KernelFunction]
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public static string AddTreasuresToMaze() => "Treasures added to the maze.";
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[KernelFunction]
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public static string PlayGame() => "Game started.";
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}
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}
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