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