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