feat(v0.3.1): real survival patterns — biome-aware scout, wedge-relocate, escape-pit-safe

Operator reported the bot wandered the same 50×50 patch for 2 hours
without making any progress toward food. Diagnosis showed three root
causes; this commit addresses all five open improvement_requests
the LLM (postmortem + tuner) flagged automatically.

Research basis (`Voyager`, `Plan4MC`, `GITM`, `Mindcraft`):
  - Coverage / commit-to-cardinal exploration when local scan fails
  - Biome-aware strategy switching using a static affordance table
  - Wedge detector above the skill layer that triggers RELOCATE not
    RETRY (per-skill stuck checks reset on re-entry — useless)
  - Time-in-region bbox heuristic + need-duration AND skill-cycle gate

Concrete changes:

1. `runtime/goal/storyline.js`
   - orient_self.completed: added timeout fallback (HP=full + session
     >120s → done) so barren biomes don't block the bot on step 1.
     Closes improvement #2 'Нет навыка оценки когда сменить район'.
   - first_food.suggestSkill: now picks survive.scout-food (new) when
     no passive mob is nearby; falls back to survive.acquire-food only
     when something is in immediate range.

2. `runtime/biome-affordances.js` (new)
   - Static table: 40+ biomes → {has_passive_mobs, has_trees,
     has_water, has_crops, livable}.
   - Unknown biomes return optimistic defaults to avoid regressions.
   - Closes improvement #1 'Нет навыка целевого поиска еды по биому'.

3. `runtime/skills/scout-food.js` (new — survive.scout-food)
   - Tiered strategy: biome check → scan 32 → scan 64 → commit a
     cardinal for 200 blocks rescanning every 16. On cardinal
     exhaustion, returns code:"exhausted" so the curriculum can
     escalate to village.relocate.
   - In barren biomes (desert/ocean/snowy_plains) the scan is
     SKIPPED — bot walks straight toward the nearest neighbour
     biome that affords passive mobs (8-direction biome probe at
     radius 64).

4. `runtime/awareness/wedge-detector.js` (new)
   - Rolling 10-min position bbox tracker. observe() called every
     tick; isWedged() returns true when bbox<50 AND active need
     unmet >5min AND skill cycles ≥3.
   - markRelocationStarted() suppresses further wedge firings
     until the bot has displaced ≥200b — prevents stack overflow
     of relocate calls.
   - Lives ABOVE the skill layer (in runtime/reflex.js), because
     any per-skill stuck check resets on re-entry.

5. `runtime/skills/relocate.js` (new — village.relocate)
   - 300-block walk in least-recently-used cardinal (per-incident
     memory in ctx.recentRelocations).
   - Re-paths every 32 blocks, soft-tolerates pathfinder failures
     (3 consecutive throws → exit with code:"stuck_in_place").
   - Closes improvement #2 + #4 ('low success rate trigger').

6. `runtime/skills/escape-pit-safe.js` (new — recovery.escape-pit-safe)
   - Surveys 4 cardinals AND ceiling height before committing.
     Picks the direction with most open blocks (≥3, no lava).
     Falls through to pillar-up only if ceiling clear ≥4b. Returns
     code:"no_strategy" if both blocked so curriculum can escalate
     to relocate.
   - Closes improvement #3 'Нет навыка для безопасного выхода'.

7. `runtime/reflex.js`
   - Wedge detector wired before manifesto/storyline. If wedge.wedged
     is true, dispatches village.relocate directly and returns —
     bypasses every other branch.
   - ctx.disableWedge flag for tests.

8. `runtime/coach/advisor-trigger.js`
   - LLM provider outage backoff: 3 consecutive http_400 / timeout /
     network_error → suppress advisor for 10 min. Today's TimeWeb
     gpt-5.4-mini was 400'ing for an hour straight; we were spending
     trigger budget on dead calls. Closes improvement implicit gap
     in #5.

9. `runtime/bot.js`
   - Tracks botSpawnedAt; snapshot._sessionMs exposed for storyline
     orient_self timeout fallback.

Tests: 396 green (was 378, +18):
  - runtime/biome-affordances.test.js — 8 tests
  - runtime/awareness/wedge-detector.test.js — 9 tests
  - runtime/goal/storyline.test.js — 1 new test (orient_self timeout)

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
2026-05-27 23:01:39 +03:00
co-authored by Claude Opus 4.7
parent cf1f895b25
commit 08ac2e1bc1
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// Static knowledge: what each Minecraft biome reliably affords the bot.
//
// Why: pre-v0.3.1 the bot's "find food" skill scanned a 32-block radius
// for passive mobs and gave up. In a desert/ocean/snowy biome there's
// nothing to scan — the bot looped local searches for hours. This
// table lets skills check the *current* biome and pick a strategy
// before reaching for `pathfinder` blindly.
//
// Coverage is informed by vanilla mob spawn rules
// (https://minecraft.fandom.com/wiki/Spawn) — not exhaustive but
// covers the biomes the bot is realistically going to land in on
// 1.21.4 overworld spawn.
//
// Each entry is conservative: a `true` is "the bot has a real shot at
// finding this here", a `false` is "almost never bother scanning".
/**
* Affordance shape:
* has_passive_mobs — cows / pigs / chickens / sheep spawn here
* has_trees — oak/birch/spruce/jungle logs grow naturally
* has_water — open surface water that can be fished
* has_crops — natural berries / pumpkins / melons / sweet_berry_bush
* livable — bot can stand on the surface (not in lava, not
* perpetually underwater)
*/
const DEFAULT = Object.freeze({
has_passive_mobs: true,
has_trees: false,
has_water: false,
has_crops: false,
livable: true,
});
const BIOMES = Object.freeze({
// Forest family — trees + cows/pigs/chickens
forest: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
birch_forest: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
dark_forest: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: true, livable: true },
old_growth_birch_forest: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
old_growth_pine_taiga: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: true, livable: true },
old_growth_spruce_taiga: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: true, livable: true },
taiga: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: true, livable: true },
snowy_taiga: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
flower_forest: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
pale_garden: { has_passive_mobs: false, has_trees: true, has_water: false, has_crops: false, livable: true },
// Plains family — open spawn, lots of mobs, scattered trees
plains: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
sunflower_plains: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
meadow: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
cherry_grove: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
// Savanna / jungle — passive mobs + trees
savanna: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
savanna_plateau: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
windswept_savanna: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
jungle: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: true, livable: true },
sparse_jungle: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
bamboo_jungle: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
// Swamp / mangrove — has water + berries
swamp: { has_passive_mobs: true, has_trees: true, has_water: true, has_crops: false, livable: true },
mangrove_swamp: { has_passive_mobs: false, has_trees: true, has_water: true, has_crops: false, livable: true },
// Desert / badlands — NO passive mobs, no trees, no surface water.
// Action plan when the bot is here: walk a cardinal until biome
// boundary is detected (sample bot.world.getBiome at radius 64).
desert: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: false, livable: true },
badlands: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: false, livable: true },
eroded_badlands: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: false, livable: true },
wooded_badlands: { has_passive_mobs: false, has_trees: true, has_water: false, has_crops: false, livable: true },
// Snowy biomes — no passive mobs (rabbits sometimes), strangled trees
snowy_plains: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
ice_spikes: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: false, livable: true },
frozen_river: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: true },
frozen_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
deep_frozen_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
// Mountains — sparse trees, goats
stony_peaks: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
jagged_peaks: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
frozen_peaks: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
snowy_slopes: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
grove: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
windswept_hills: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
windswept_gravelly_hills: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
windswept_forest: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
// Beaches / ocean — passive mobs scarce, water everywhere
beach: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: true },
stony_shore: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: true },
snowy_beach: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: true },
ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
cold_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
deep_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
deep_cold_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
lukewarm_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
deep_lukewarm_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
warm_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
river: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: true },
// Mushroom — mooshrooms only, no other passive mobs but they ARE food
mushroom_fields: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
// Caves / unsupported dimensions — bot should leave
dripstone_caves: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: false, livable: false },
lush_caves: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: true, livable: false },
deep_dark: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: false, livable: false },
});
/**
* affordancesFor(biomeName) → affordance object
*
* Unknown / null / undefined names return the optimistic DEFAULT so
* skills don't get crippled when a new 1.x biome shows up; they just
* fall back to the existing local-scan behaviour.
*/
export function affordancesFor(biomeName) {
if (!biomeName || typeof biomeName !== "string") return DEFAULT;
return BIOMES[biomeName] ?? DEFAULT;
}
export function hasPassiveMobs(biomeName) {
return affordancesFor(biomeName).has_passive_mobs;
}
export function hasTrees(biomeName) {
return affordancesFor(biomeName).has_trees;
}
export function hasWater(biomeName) {
return affordancesFor(biomeName).has_water;
}
export function isLivable(biomeName) {
return affordancesFor(biomeName).livable;
}
// True if this biome is barren enough that the bot's priority should
// be "leave biome" rather than "search local".
export function isBarren(biomeName) {
const a = affordancesFor(biomeName);
return !a.has_passive_mobs && !a.has_trees && !a.has_crops;
}
// True if the biome can't be stood on (deep ocean, caves at y=Y).
export function isUnlivable(biomeName) {
return !affordancesFor(biomeName).livable;
}
// Test exports
export const __testing = { BIOMES, DEFAULT };