Ruby Programming Challenge for Newbies: Interactive Fiction
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Challenge: Interactive Fiction

Solution Notes

Thanks to everyone who entered my Interactive Fiction challenge! Here are some notes on the solutions.


I found it interesting that all but one entrant chose to use a combination of linewise parsing and string matching methods to parse the .if file.

Aldric Giacomoni

Good use of String#scan for the parsing.

This solution is tied to the petite_cave.if file - it doesn’t generalize to other adventure files.

The use of could be simplified.

def open file
  raw_data = ""
  begin, 'r') { |f| raw_data << }
    throw ArgumentError, "File not found or impossible to open."

Could instead be:

def open file, 'r') { |f| }
  throw ArgumentError, "File not found or impossible to open."

Or simply:

def open file
  throw ArgumentError, "File not found or impossible to open."

The method #we_know_this…

def we_know_this command
  # Alright; this is kinda hackish. I'm lazy. Sue me.
  # I mean, don't. Jeez. Where's your sense of humor?
  if @commands.keys.include? command
    return @commands[command]
    return false

Could just be:


Since it will return nil if no command is found, and nil is a “falsy” value.

Try to avoid the use of local variables when you can:

  def find_casecmp array, item
    found = false
    array.each do |x|
      if x.casecmp(item) == 0
        found = true

Could be:

  def find_casecmp array, item
    array.each do |x|
      return true if x.casecmp(item) == 0

Or even better:

  def find_casecmp array, item
    array.any? { |x| x.casecmp(item) == 0 }
Benoit Daloze

Writing a prompt (“>”) only when run standalone is a nice touch.

This solution is very nicely factored out into small classes and files.

Impressive use of many different built-in String, Enumerable, and Array methods. Although this makes the some of the parser code a little too dense to easily follow.

I like the use of the #<< operator for adding to inventory and room contents. I’m a little dubious about the use of #>> to remove objects from a room - it’s nonobvious, and using #delete would match Ruby standard libraries better.

While for the most part the code neatly divides responsibilities between classes, it seems like the parsing code is split between the parser and the individual class initializers.

Yay extra credit!

James Martin

Nice use of meaningfully-named predicates like #current_room_has_an_exit_named?.

Some of the methods and classes are very long, and could have benefitted from being factored into smaller units.

When creating an empty Hash it’s a bit more conventional to use {} instead of

Prefixing reader methods with “get_” is a Java-style convention. In Ruby, we just name the method after what we are getting. E.g. Instead of get_description_of_objects_in_current_room, just description_of_objects_in_current_room.

Try to use more specific Enumerable methods when applicable. E.g.

@rooms.each do |room|
  if room["name"] == room_name
    @current_room = room

Has the same semantics as:

if room = @rooms.detect{|room| room["name"] == room_name }
  @current_room = room if room


items = []
@inventory.each do |item|
  items << get_object_terms_by_name(item)


items = { |item| get_object_terms_by_name(item) }

or even:

items =
Tanzeeb Khalili

This entry is a work of art. It should be mounted on the wall of a museum of beautiful code.

The code is neatly broken down into small classes and very short methods.

It makes good use of String/Enumerable built-in methods.

I love the pattern where Player#do_* methods become the commands available at the command line.

Using reguolar expressions to turn the story definition into executable code makes for an astonishingly succinct parser. I’m glad someone chose to go this route, because I think it’s a great, pragmatic technique for parsing DSLs.

One nitpick: instead of

@exits[direction] || [nil, GUARDS[:none]]


@exits.fetch(direction) {[nil, GUARDS[:none]]}
Vojto Rinik

The parser tracks offsets (indentation) in the story definition file in order to determine the current scope. I like this!

Different responsibilities are nicely factored out into separate classes and methods. My only caveat is that, like some of the other solutions, the responsibility for parsing the story file seems to be partly split between the parser and the classes representing Rooms, etc.

This is an easily-understandable, straightforward solution.


Interactive fiction (IF) games, also known as text adventures, are computer games in which you must rely on your imagination to provide the visuals. They represent one of the longest-lived forms of computer entertainment. Originating in the 1970s, they reached their zenith in the 1980s, with classic Infocom games such as Zork and The Hitchiker’s Guide to the Galaxy. At their best, interactive fiction games offer rich interaction, engrossing storylines, and phenomenal writing. While most gamers have moved on to more graphically rich games, there remains a strong community of interactive fiction writers and players to this day.

I’ve always loved interactive fiction. Like most people who got into programming young, as a teenager I first taught myself to program in order to write my own games. The very first program I ever wrote was a tiny text adventure game, written in the REXX programming language.

While I’ve since moved on to writing other kinds of software, I still think writing interactive fiction engines is a great way to get a feel for a new language. Unlike many canned programming challenges which primarily test your knowledge of pure computer science concepts, writing a text adventure game exercises many skills which translate directly to typical real-world applications.

In order to write a successful IF engine, you must deal with challenges such as:

  • Modeling the interactions of real-world objects (such as rooms, items, and players) in software.
  • Interpreting a Domain-Specific Language (DSL) in order to load games.
  • Dealing with unpredictable user input.

Writing an IF engine is a fun way to learn how to tackle these problems in a new language, and the skills you come away with can be applied directly to a wide array of applications.

The Challenge

In this challenge, you’ll implement an interactive fiction game which mimics the first few rooms of the grandaddy of all text adventures, Collossal Cave. In order to succeed, your program will need to read in a “story” in the form of a simple DSL, interpret user commands, and track the player’s progress and inventory. If you get all that working without too much trouble, I’ve also included an “extra credit” challenge to implement basic “puzzle” functionality in the game.

Here’s a sample interaction with a finished implementation of the challenge:

    $ bin/play.rb data/petite_cave.if
    You are standing at the end of a road before a small brick building. Around
    you is a forest. A small stream flows out of the building and down a gully.
    > north
    There is no way to go in that direction.
    > east
    You are inside a building, a well house for a large spring.
    There are some keys on the ground here.
    There is food here.
    There is a shiny brass lamp nearby.
    There is a bottle of water here.
    > get keys
    > get food
    > get lantern
    > get water
    > inventory
    You are currently holding the following:
    Set of keys
    Tasty food
    Brass lantern
    Small bottle
    > west
    You're at end of road again.
    > s
    You are in a valley in the forest beside a stream tumbling along a rocky bed.
    > s
    At your feet all the water of the stream splashes into a 2-inch slit in the
    rock. Downstream the str eambed is bare rock.
    > s
    You are in a 20-foot depression floored with bare dirt. Set into the dirt is
    a strong steel grate mo unted in concrete. A dry streambed leads into the
    > unlock grate
    The grate is now unlocked
    > enter
    You are in a small chamber beneath a 3x3 steel grate to the surface. A low
    crawl over cobbles leads inward to the west.

Here’s a sample of the story DSL which defines the adventure:

Room @end_of_road:
  Title: at end of road again
    You are standing at the end of a road before a small brick building.
    Around you is a forest.  A small stream flows out of the building and
    down a gully.
    east to @building
    enter to @building
    south to @valley


Room @building:
  Title: inside building
    You are inside a building, a well house for a large spring.
    west to @end_of_road
    exit to @end_of_road


Object $keys:
  Terms: Set of keys, keys
  Description: There are some keys on the ground here.


Object $lamp:
  Terms: Brass lantern, brass lamp, lamp, lantern
  Description: There is a shiny brass lamp nearby.

The full story file can be found at data/petite_cave.if. This format is one I’ve invented for this challenge. There is no formal specification for it. Your program is only required to be able to parse the provided file petite_cave.if in order to satisfy the challlenge.

Getting Started

Here are steps for getting started on your entry:

  1. Clone the Github project avdi/rpcfn-interactive-fiction: git clone git://
  2. Install Cucumber, if you don’t have it already: gem install cucumber
  3. Run the acceptance tests by running Rake: cd rpcfn-interactive-fiction; rake

    You should see failure messages. That’s because the implementation hasn’t been written yet! Making the tests pass is up to you.

  4. I’ve provided a skeleton bin/play.rb to start you off. Edit that file to implement your interactive fiction engine.
  5. Drive your development by running rake periodically to see what’s left to implement.
  6. Make sure to manually test your implementation by running it standalone: ruby bin/play.rb data/petite_cave.if

Extra Credit

If you want an extra challenge, run

rake extra_credit

and write code to make those tests pass as well. In order to make the extra credit features work, your engine will have to evaluate arbitrary scripts from the story file in order to implement guard conditions and custom actions.

The code executed by the guard/action part of the story file expects a simple API to be made available by your implementation:

  • #blackboard should return a hash. The blackboard is a place for story scripts to stow arbitrary story-specific values.
  • #player_in?(room_id) should return whether the player is in the specified room.
  • #player_has?(object_id) should return whether the player has the specified item in their inventory.
  • Exit guard clauses return an Array of [ALLOW, MESSAGE]. ALLOW is a boolean indicating whether the player’s attempt to exit the room was allowed. MESSAGE must be shown to the user if provided.
  • Action scripts return an Array of [MESSAGE, BLACKBOARD]. Message must be shown to the user if non-nil. The values in BLACKBOARD should be merged into the Hash returned by #blackboard.

You may find it helpful to define these methods in the class Game and then execute the story scripts in the context of your Game object using #instance_eval.

The reason story scripts do not directly set values in the blackboard is so that it is possible to implement story script execution inside of $SAFE jails. For extra, extra credit, write your implementation so that all story scripts are executed under $SAFE level 4.


  • You must use only Ruby standard libraries in your implementation.
  • Your entry must at minimum pass the tests in features/petite_cave.feature
  • Your entry must be capable of running as a standalone executable. It must accept a single argument, the path of the story file. E.g.:
    ruby bin/play.rb data/petite_cave.if
  • Your entry must run under Ruby 1.8.7. If it runs under 1.9 as well, all the better.


To get an idea of how the finished product should behave, spend a few minutes playing the original Colossal Cave Adventure. If you are on Ubuntu you can install it with:

apt-get install bsdgames

Or you can play it online here:

There are a number of potential ways to go about parsing the story DSL:

  • You could write a basic recursive-descent parser.
  • You could use regular expression methods, like =String#scan=
  • You could use Ruby’s standard StringScanner library
  • You could use regular expression substitutions to convert the text into valid Ruby code, and then =#eval()= the story definition.


Feel free to contact me if something about the challenge is unclear. Good Luck, and happy hacking!