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Actor-based Toolkit for Interactive Language Education in Python

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Adding another work-in-progress PR for a different UI toolkit. This time PyQt6. Please see below for graphics. I am undecided if we should really push this one and completely replace...

When playing against a network bot, it makes sense to specify a different initial timeout. The network bot might need some time to start up; or the network server might...

# tl;dr instead of pelita ./my_bot.py remote:tcp://151.11.0.123:12345 pelita ./my_bot.py remote:tcp://151.11.0.123:12346 we want to do pelita ./my_bot.py pelita://some.server.com/attacker_bots pelita ./my_bot.py pelita://some.server.com/defender_bots # Context We want to play remote games but zeroconf...

Having to type `remote:tcp://10.10.10.1:12345` is very unwieldy and arcane. Using `pelita://10.10.10.1:12345` would be an improvement. (Or we get rid of the URL scheme altogether.) Additionally, we should err with a...

The tournament speech output could be a bit (just slightly, otherwise it will become probably also boring) more adaptive to the actual game scores. For example when a team that...

Nice to have

"Attacker" and "defender" can be misleading - attacker is easily associated with the killing behavior, which is the defender's task. Alternatives could be "killer" and "collector" bots.

Maybe we can give some pronunciation hints to flite (there is a mode that takes phones as an input) so that it doesn’t give up upon encountering names with particularly...

This could be useful for debugging (but possibly also during the real games) in order to distinguish the two bots on each team more easily, but it would likely be...

Discussion

When the UI shows an interesting situation, the only way to use it for a test is to manually enter it. In times of ChatGPT this is not acceptable anymore....

The idea would be that we stop the game in UI and then have the option to take over the blue or the red team. This would terminate the process...