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feat(docs): i18n computer-science + jobs + all-projects 翻译完成 (23 篇)
translator-cs-jobs 产出: - computer-science: 双向翻译 - data-structures (en→zh, 5 篇): index / array / linked-list - frontend (zh→en, 2 篇) - cpp_backend (zh→en, 8 篇): mempool / threadpool / 编译系列 - index.mdx (zh→en) - jobs (zh→en, 5 篇): event-keynote 2 / interview-prep 3 - all-projects (zh→en, 2 篇): ai-town / multimodal-rl 代码块内变量名和 API 原样保留,仅翻译注释。 frontmatter 继承原文 docId,带 translatedFrom 标记。
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---
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title: AI Town Design Document
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description: ""
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date: "2025-10-18"
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tags:
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- ai-project
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docId: bkxwg1m9p9rnm8062wsm020w
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lang: en
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translatedFrom: zh
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translatedAt: 2026-04-15T08:00:00Z
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translatorAgent: claude-sonnet-4-6
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---
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# AI Town Design Document
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## 1. Project Overview
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- **Type**: A lightweight simulation + social + quest-based mini-game driven by multi-agent NPCs
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- **Core selling points**: NPCs "remember you" and collaborate with each other through dialogue; players can use **community contribution points** (earned by posting, submitting PRs, etc.) to obtain in-game currency and abilities, driving town events
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- **Technology foundation**: Godot 4 (Microverse-style) + multi-agent framework (O-R-P-A: Observe → Retrieve → Plan → Act) + local model first (with template fallback)
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## 2. Goals (MVP)
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1. Single map + 3 NPCs (merchant / messenger / editor) + quest board (fetch / relay / check-in)
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2. Dialogue with **short-term memory + end-of-day summary**
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3. **Minimal community integration**: support entering a "redemption code" to receive coins / action points (future: automatic issuance via webhook)
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4. Use points (or redeemed coins) to trigger 2–3 **visible world changes** (discount day / extra quests / expanded dialogue budget)
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## 3. Core Gameplay (Version 1)
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- **Loop**: Accept quest → Dialogue / collaborate with NPCs → Complete to earn coins / AP → Nightly summary generated → Events refresh next day
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- **Uses of points / coins** (pick 2–3 to implement first)
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- Unlock a **discount day** at the shop (all prices -10%)
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- Purchase **action points** (one extra quest per day)
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- Purchase **dialogue budget** (3 additional conversation turns with an NPC that day)
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- Trigger a **theme-day announcement** (published by the editor NPC; NPC dialogue becomes more active)
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## 4. Open-Source Community Integration (Two Phases)
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### Phase A (MVP) — Redemption Code Verification
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- The community backend issues one-time **redemption codes** (containing point value and expiry); player enters code in-game → server verifies and voids → returns coins / AP
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- **Advantage**: No login or account binding required; maximally stable and ready to ship
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### Phase B (Mid-term) — Automatic Issuance via Webhook
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- Posts, PR merges on GitHub / the site trigger a Webhook → write to `pending_rewards`
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- Game launch or clicking "Sync" → fetch pending rewards → automatically credited
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- Optional: bind Steam / GitHub account for stronger identity verification
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## 5. System Architecture (Minimal Modules)
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- **Client (Godot)**
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- `Wallet` (authoritative entry point for coins / AP)
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- `TaskManager`, `DialogManager`, `MemoryManager`, `CharacterManager`
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- `TownEventBus` (broadcasts shop open / midday break / close / theme day)
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- `RedeemPanel` (redemption code UI)
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- **Services (can be merged into community backend)**
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- `/api/v1/redeem` (one-time verification and voiding)
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- (Reserved) `/api/v1/rewards/pending`, `/webhooks/github`
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**Data Flow (MVP)**
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Community issues code → Player enters it in-game → `redeem` verifies → Returns coins / AP → `Wallet` credits → `TownEventBus` triggers discount / quest refresh
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## 6. Scoring and Spending (Initial Draft)
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| Action | Community Points Earned | In-game Conversion (Example) |
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| ---------------- | ----------------------: | ---------------------------- |
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| Post approved | +80 | 80 pts = 400 coins |
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| PR merged | +80 | 80 pts = 400 coins |
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| Article featured | +50 | 50 pts = 1 "theme day" item |
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> Conversion rates are stored in a config file; events can apply temporary bonuses (e.g., 1.2× on weekends)
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---
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title: Multimodal Reinforcement Learning Project (MVP Goals)
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description: Build a lightweight multimodal understanding and generation system that closes the loop from visual perception to language expression, incorporating reinforcement learning and answer-to-image generation.
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date: "2025-10-17"
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tags:
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- projects
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- multimodal
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- reinforcement-learning
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- RLHF
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docId: ifwz8sqxqsgjrafa79pycrcm
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lang: en
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translatedFrom: zh
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translatedAt: 2026-04-15T08:00:00Z
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translatorAgent: claude-sonnet-4-6
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---
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# Multimodal Group – MVP Specification
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**Project version:** v0.1
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**Repository:** [involutionhell](https://github.com/InvolutionHell/involutionhell)
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---
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<a id="vision"></a>
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## 1. Vision
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Build a lightweight multimodal understanding and generation system that enables the model to interpret images, retrieve relevant information, and produce logically coherent text output.
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The goal is to close the full loop from visual perception to language expression, and further develop the ability to explain answers through generated images.
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<a id="mvp-goals"></a>
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## 2. MVP Phase Goals
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<a id="phase-1"></a>
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### Phase 1: Basic Multimodal Pipeline
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- Image content recognition (objects, scenes, semantic labels).
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- Semantic retrieval (image → text / text → image).
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- Generative understanding and text output.
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- Model references: CLIP / SigLIP / BLIP-2 / LLaVA / Qwen-VL.
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<a id="phase-2"></a>
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### Phase 2: Multimodal Reinforcement Learning
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- Incorporate user feedback and reward signals to optimise model generation and retrieval performance.
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- Main directions:
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1. RLHF / DPO fine-tuning to learn user preferences.
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2. Retrieval strategy optimisation based on behavioural data.
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3. Generation quality control and consistency improvement.
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- Goal: give the system the ability to self-improve and adapt to user preferences.
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<a id="phase-2-5"></a>
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### Phase 2.5: Answer-to-Image Generation
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- Automatically generate illustrative images from the model's text answers to aid comprehension.
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- Implementation: use Stable Diffusion / SDXL to convert answer text into image prompts.
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- Application examples:
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- Answer "the process of black hole formation" → generate a structural diagram.
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- Explain a scene from a novel → generate a conceptual illustration.
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- Goal: enable the system not only to understand images and answer questions, but also to explain answers through generated images.
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<a id="architecture"></a>
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## 3. System Architecture
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```
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[Frontend] → Upload image / Display results
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[Backend API] → FastAPI + LangChain + Vector Search
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[Multimodal Models] → CLIP / BLIP / LLaVA / Qwen-VL
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[RL Module + Answer-to-Image] (Phase 2 and 2.5)
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```
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<a id="milestones"></a>
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## 4. Milestones
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| Phase | Goal | Deliverables |
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| --------- | ------------------------------------- | --------------------------------------------- |
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| Phase 1 | Multimodal recognition and generation | Image recognition, retrieval, text generation |
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| Phase 2 | Reinforcement learning optimisation | RLHF / DPO, retrieval strategy optimisation |
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| Phase 2.5 | Answer-to-image generation | Automatic illustration generation |
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| Phase 3 | Scaling and deployment | Web demo and API interface |
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<a id="team"></a>
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## 5. Team Responsibilities
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| Module | Owner |
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| ----------------------------------------------- | -------- |
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| Image recognition and encoding | Member A |
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| Semantic retrieval and data processing | Member B |
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| Generation module and model integration | Member C |
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| Reinforcement learning and visualisation output | Member D |

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