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
15 changed files with 1128 additions and 7 deletions
+25 -6
View File
@@ -113,16 +113,23 @@ export const STORYLINE = Object.freeze([
narration_ru: "Где я? Осмотрюсь и оценю место.",
completed(snap) {
if (!snap?.connected) return false;
// Considered done once HP is full and we've moved a bit (out of
// spawn confusion) or we know nearby blocks include something tangible.
const hp = snap.health ?? 20;
const moved = snap._sessionMs ? snap._sessionMs > 15_000 : true;
// Two completion paths: (a) classic — full HP + saw tangible
// blocks within 16 blocks. (b) timeout — HP=full + session
// >120s. Path (b) exists because in desert/ocean biomes the
// scan radius might never see logs/stone/crops/beds, and we
// were getting stuck on step 1 for hours.
if (hp < 18) return false;
const sawBlocks = (snap.nearbyBlocks?.logs ?? 0)
+ (snap.nearbyBlocks?.stone ?? 0)
+ (snap.nearbyBlocks?.crops ?? 0)
+ (snap.nearbyBlocks?.beds ?? 0)
> 0;
return hp >= 18 && moved && sawBlocks;
if (sawBlocks) return true;
// Fallback: settled for long enough → call orient done and let
// later steps drive forward into the biome.
const sessionMs = snap._sessionMs ?? 0;
return sessionMs > 120_000;
},
suggestSkill(snap) {
// Look around — wander a bit to get a snapshot of what's nearby.
@@ -141,7 +148,10 @@ export const STORYLINE = Object.freeze([
suggestSkill(snap) {
const trees = snap?.nearbyBlocks?.logs ?? 0;
if (trees > 0) return { skillId: "gather.logs" };
// No tree in sight — scout further.
// No tree in sight — scout further. In a biome with no trees
// (desert, ocean) the bot must commit to a long heading; the
// curriculum's wedge detector (v0.3.1+) elevates this to
// village.relocate after a few cycles.
return { skillId: "explore.far", args: { searchFor: "logs" } };
},
emergencyPause,
@@ -196,7 +206,16 @@ export const STORYLINE = Object.freeze([
return countAny(snap?.inventory, FOOD_ITEMS) >= 2;
},
suggestSkill(snap) {
return { skillId: "survive.acquire-food" };
// Two-tier strategy:
// - If a passive food mob is visible nearby (≤24 blocks in
// snapshot), kill it locally with acquire-food.
// - Otherwise scout-food does long-range biome-aware search.
// It commits to a cardinal for ~200 blocks, rescans, and
// on biome boundary detection heads toward food-capable
// terrain.
const hasPassiveNearby = (snap?.nearbyEntities?.passives?.length ?? 0) > 0;
if (hasPassiveNearby) return { skillId: "survive.acquire-food" };
return { skillId: "survive.scout-food" };
},
emergencyPause,
},