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
+159
View File
@@ -0,0 +1,159 @@
// recovery.escape-pit-safe — multi-strategy escape from a hole / pit.
//
// Why this exists alongside recovery.tunnel-out and survive.pillar-up:
//
// tunnel-out tries to dig sideways through walls — fails on
// unbreakable terrain or when there's no clear horizontal exit.
// pillar-up places blocks under the bot and jumps — fails when
// there's a ceiling block above the column.
//
// Both fail silently in a deep cave or 2×2 hole with a ceiling.
// escape-pit-safe surveys options first, then commits:
//
// 1. Scan 4 cardinals at head height + foot height. Pick the one
// with the closest open path to surface (defined as: column
// with sky visibility above OR ≥3 air blocks horizontal followed
// by stairs / slope up).
// 2. If a clear horizontal path exists → recovery.tunnel-out toward it.
// 3. If no horizontal path BUT ceiling is open above us → pillar-up.
// 4. If both blocked → return "stuck" and let the LLM-advisor flag a
// genuine improvement (e.g. "need water-bucket-MLG", "need to
// mine through stone").
import { info, warn } from "../log.js";
import { runSkill } from "./index.js";
const SCAN_RADIUS = 6;
const HEAD_OFFSET_Y = 1;
function blockNameAt(bot, x, y, z) {
try {
const b = bot.blockAt?.({ x: Math.floor(x), y: Math.floor(y), z: Math.floor(z) });
return b?.name ?? null;
} catch { return null; }
}
function isAir(name) { return name === "air" || name === "cave_air" || name === "void_air"; }
function isWater(name) { return name === "water" || name === "flowing_water"; }
function isLava(name) { return name === "lava" || name === "flowing_lava"; }
function isPassable(name) { return isAir(name) || (name && /carpet|button|torch|grass$/.test(name)); }
// Look up to 32 blocks straight up from (x,y,z). Return distance to first
// non-air block, or Infinity if open all the way (this is a sky-visible
// column we could pillar-up out of).
function ceilingDistance(bot, x, y, z) {
for (let dy = HEAD_OFFSET_Y + 1; dy <= 32; dy++) {
const n = blockNameAt(bot, x, y + dy, z);
if (!n) return dy; // unloaded chunk = no info; treat conservatively
if (!isAir(n)) return dy;
}
return Infinity;
}
// Scan SCAN_RADIUS blocks in each cardinal at head height. Return
// summary per direction: open-block count, lava/water hits, first
// non-air block name.
function scanCardinals(bot) {
const pos = bot?.entity?.position;
if (!pos) return [];
const head = pos.offset?.(0, HEAD_OFFSET_Y, 0) ?? { x: pos.x, y: pos.y + HEAD_OFFSET_Y, z: pos.z };
const dirs = [
{ name: "N", dx: 0, dz: -1 },
{ name: "E", dx: 1, dz: 0 },
{ name: "S", dx: 0, dz: 1 },
{ name: "W", dx: -1, dz: 0 },
];
return dirs.map((d) => {
let openBlocks = 0;
let lavaAt = -1;
let waterAt = -1;
let firstBlock = null;
for (let r = 1; r <= SCAN_RADIUS; r++) {
const x = head.x + d.dx * r;
const z = head.z + d.dz * r;
const n = blockNameAt(bot, x, head.y, z);
if (isLava(n) && lavaAt < 0) lavaAt = r;
if (isWater(n) && waterAt < 0) waterAt = r;
if (isPassable(n)) {
openBlocks++;
if (firstBlock === null) firstBlock = "(air)";
} else {
if (firstBlock === null) firstBlock = n ?? "(unknown)";
break;
}
}
return { ...d, openBlocks, lavaAt, waterAt, firstBlock };
});
}
export const skill = Object.freeze({
id: "recovery.escape-pit-safe",
title: "Escape a pit — survey directions and pick the safest exit",
timeoutMs: 90_000,
preconditions(ctx) {
if (!ctx?.bot?.entity?.position) return { ok: false, code: "no_bot", detail: "bot missing" };
return { ok: true };
},
async execute(ctx) {
const bot = ctx.bot;
const pos = bot.entity.position;
const dirs = scanCardinals(bot);
const ceiling = ceilingDistance(bot, pos.x, pos.y, pos.z);
info(
"action",
`escape-pit-safe: cardinals=${dirs.map((d) => `${d.name}:${d.openBlocks}/${d.firstBlock}`).join(" ")} ceiling=${ceiling === Infinity ? "open" : ceiling + "b"}`,
);
// 1. Choose the direction with most open blocks (≥3) and no lava.
const horizontal = dirs
.filter((d) => d.openBlocks >= 3 && d.lavaAt < 0)
.sort((a, b) => b.openBlocks - a.openBlocks)[0];
if (horizontal) {
info("action", `escape-pit-safe: walking out via ${horizontal.name} (${horizontal.openBlocks}b clear)`);
// Delegate to wander step or simple controlled walk. Easier:
// invoke recovery.tunnel-out with a hint of the chosen direction.
const res = await runSkill("recovery.tunnel-out", ctx, { preferredDir: horizontal.name });
return {
ok: !!res?.ok,
code: res?.code ?? (res?.ok ? "done" : "tunnel_failed"),
detail: { strategy: "horizontal_walk", direction: horizontal.name, tunnelResult: res?.detail },
worldDelta: res?.worldDelta ?? { strategy: "horizontal_walk", direction: horizontal.name },
};
}
// 2. No horizontal exit — try pillar-up only if ceiling is open
// for the bot's height (≥3 blocks: head + 1 build + 1 ceiling slack).
if (ceiling >= 4) {
info("action", `escape-pit-safe: ceiling clear (${ceiling}b), trying pillar-up`);
const res = await runSkill("survive.pillar-up", ctx);
return {
ok: !!res?.ok,
code: res?.code ?? (res?.ok ? "done" : "pillar_failed"),
detail: { strategy: "pillar_up", ceiling, pillarResult: res?.detail },
worldDelta: res?.worldDelta ?? { strategy: "pillar_up" },
};
}
// 3. Both blocked — surrender. The LLM-advisor will see this in
// recent dispatches and can suggest village.relocate or flag a
// new skill request.
warn("action", `escape-pit-safe: no viable strategy (horizontal blocked + ceiling ${ceiling}b)`);
return {
ok: false,
code: "no_strategy",
detail: { horizontal: dirs.map((d) => ({ d: d.name, open: d.openBlocks, lava: d.lavaAt })), ceiling },
worldDelta: null,
};
},
recover(ctx, result) {
if (result.code === "no_strategy") {
return { hint: "wander", reason: "no viable pit-escape; let curriculum try a different action" };
}
return null;
},
});
// Test exports
export const __testing = { scanCardinals, ceilingDistance, isAir, isPassable, SCAN_RADIUS };