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.Net: Sample demonstrating function advertisement depending on context (
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dotnet/samples/Concepts/FunctionCalling/ContextDependentAdvertising.cs
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// Copyright (c) Microsoft. All rights reserved. | ||
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using Microsoft.SemanticKernel; | ||
using Microsoft.SemanticKernel.ChatCompletion; | ||
using Microsoft.SemanticKernel.Connectors.OpenAI; | ||
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namespace FunctionCalling; | ||
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/// <summary> | ||
/// These samples demonstrate how to advertise functions to AI model based on a context. | ||
/// </summary> | ||
public class ContextDependentAdvertising(ITestOutputHelper output) : BaseTest(output) | ||
{ | ||
/// <summary> | ||
/// 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. | ||
/// </summary> | ||
[Fact] | ||
public async Task AdvertiseFunctionsDependingOnContextPerUserInteractionAsync() | ||
{ | ||
Kernel kernel = CreateKernel(); | ||
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IChatCompletionService chatCompletionService = kernel.GetRequiredService<IChatCompletionService>(); | ||
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// Tracking number of iterations to avoid infinite loop. | ||
int maxIteration = 10; | ||
int iteration = 0; | ||
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// Define the functions for AI model to call. | ||
var gameUtils = kernel.ImportPluginFromType<GameUtils>(); | ||
KernelFunction createMaze = gameUtils["CreateMaze"]; | ||
KernelFunction addTraps = gameUtils["AddTrapsToMaze"]; | ||
KernelFunction addTreasures = gameUtils["AddTreasuresToMaze"]; | ||
KernelFunction playGame = gameUtils["PlayGame"]; | ||
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ChatHistory chatHistory = []; | ||
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. | ||
while (!chatHistory.Any(item => item.Content?.Contains("Game started.") ?? false) && iteration < maxIteration) | ||
{ | ||
List<KernelFunction> functionsToAdvertise = new(); | ||
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// 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); | ||
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// 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); | ||
} | ||
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// Provide the functions to the AI model. | ||
OpenAIPromptExecutionSettings settings = new() { FunctionChoiceBehavior = FunctionChoiceBehavior.Required(functionsToAdvertise) }; | ||
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// Prompt the AI model. | ||
ChatMessageContent result = await chatCompletionService.GetChatMessageContentAsync(chatHistory, settings, kernel); | ||
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Console.WriteLine(result); | ||
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iteration++; | ||
} | ||
} | ||
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private static Kernel CreateKernel() | ||
{ | ||
// Create kernel | ||
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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private sealed class GameUtils | ||
{ | ||
[KernelFunction] | ||
public static string CreateMaze() => "Maze created."; | ||
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[KernelFunction] | ||
public static string AddTrapsToMaze() => "Traps added to the maze."; | ||
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[KernelFunction] | ||
public static string AddTreasuresToMaze() => "Treasures added to the maze."; | ||
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[KernelFunction] | ||
public static string PlayGame() => "Game started."; | ||
} | ||
} |