v0.4.0 vNext — closed-loop world model + settlement contract (#29)

* feat(v0.4.0): vNext — closed-loop world model + settlement contract

Implements the vNext architecture from the research doc: demote the noisy
multi-rail planner in favour of a closed loop (world truth → invariant check)
plus a single utility-driven goal authority.

L1 services (fix no_drop / silent pathfinder hang first):
- InventoryLedger: diff-based "did I actually get it" verifier; acquire-food
  now confirms via ledger.gainedSince instead of the unreliable count/event.
- MotionService.gotoSafe: wall-clock timeout + progress watchdog +
  path_update(noPath/timeout) → structured {reached|stuck|timeout|nopath}.

L3 plan — unify the three competing rails (curriculum/manifesto/storyline):
- Settlement Contract: ordered M0–M9 milestones, each invariant-checked
  against an authoritative world view (early steps delegate to the proven
  curriculum; late game adds farming).
- InvariantChecker + predicate library; GoalManager selects the lowest unmet
  milestone via utility argmax (food-urgency preempts, DEPS-style).
- Wired into the scheduler: bot.js precomputes snapshot.contract; reflex.js
  consumes it in place of the storyline rail. Manifesto L0 still preempts.

Eval + robustness:
- Village Score (single 0..1 metric) on the snapshot + TUI "build" line.
- survive.dig-in skill + dusk_dig_in mode (exposed at night, no bed → cover).
- approach_block helper (GoalNear + lookAt, avoids GoalLookAtBlock #341).

+28 new tests (450 total green). LLM remains entirely off the tick path.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* feat(v0.4.0): finish vNext plan — anti-loop, skill-graph, worldDelta diff, flee→motion

Completes the remaining v0.4.0 plan items and one fix motivated by a live
in-game observation (flee hanging 30s against a persistent zombie).

- flee → MotionService.gotoSafe: structured {stuck|timeout|nopath} in ~4s with
  a blind-retreat fallback, instead of the observed 30s pathfinder hang + 3
  watchdog replans. Movements setup guarded so it is unit-testable.
- QW5 anti-loop (runtime/anti-loop.js): same skill failing >=3x in 5min →
  30min blacklist (reflex shouldSkip) + one-shot improvement_request
  (bot.js drainFired -> writeProposal).
- 4.1 closed-loop worldDelta: runSkill snapshots inventory before execute and
  attaches the real delta (_invObserved) to every successful result; opt-in
  skill.expectGain asserts the claimed gain or returns world_unchanged.
- 3.6 skill-graph (Plan4MC): declarative requires/produces for ~20 skills;
  prerequisitesMet/canRun/runnableFrontier; GoalManager annotates suggestions
  with blockedBy when prereqs are unmet.

+22 tests (472 total green). Live smoke confirmed dig-in works and no new
errors; flee loop is what this commit's flee migration addresses.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

---------

Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 <noreply@anthropic.com>
This commit was merged in pull request #29.
This commit is contained in:
Yuriy Mayatnikov
2026-05-28 11:29:39 +03:00
committed by GitHub
co-authored by Claude Opus 4.7 mayatnikov
parent 15b6c11002
commit c910457817
31 changed files with 2236 additions and 61 deletions
+58 -23
View File
@@ -143,7 +143,30 @@ export async function attackNearest(bot, hostileType) {
// ---- flee ------------------------------------------------------------------
export async function fleeFrom(bot, fromEntity, distance = 16) {
async function blindRetreat(bot, dirYaw, blindMs = 7_000) {
const before = bot.entity.position.clone?.() ?? { ...bot.entity.position };
try { bot.pathfinder?.stop?.(); } catch {}
try { await bot.look(dirYaw, 0, true); } catch {}
bot.setControlState("forward", true);
bot.setControlState("jump", true);
try {
await new Promise((r) => setTimeout(r, blindMs));
} finally {
bot.setControlState("forward", false);
bot.setControlState("jump", false);
}
const after = bot.entity.position;
const moved = Math.hypot(after.x - before.x, after.z - before.z);
return { moved, after };
}
// v0.4.0 — when a MotionService is supplied (opts.motion), retreat via
// gotoSafe: a 12s wall-clock with a 4s progress watchdog returns a STRUCTURED
// {stuck|timeout|nopath} fast instead of hanging the full 30s that we observed
// live (zombie pinning the bot, every flee timing out, watchdog burning 3
// replans). On any non-reached result we fall straight through to the blind
// retreat. Callers without a motion service keep the legacy 30s path.
export async function fleeFrom(bot, fromEntity, distance = 16, opts = {}) {
ensurePathfinder(bot);
const from = fromEntity?.position ?? bot.entity.position;
const here = bot.entity.position;
@@ -154,50 +177,62 @@ export async function fleeFrom(bot, fromEntity, distance = 16) {
const tx = Math.round(here.x + (dx / len) * distance);
const tz = Math.round(here.z + (dz / len) * distance);
const ty = Math.round(here.y);
const dirYaw = -Math.atan2(dx / len, dz / len);
const blindMs = opts.blindMs ?? 7_000;
info("action", `flee: from=${fromEntity?.name ?? "?"}${tx},${ty},${tz}`);
// canDig:true here is deliberate — without it the bot gets permanently
// stuck in dense tree canopy (observed live: bot perched at Y=85 inside
// dark-oak leaves, every flee timed out for hours). We accept the risk of
// chopping through scenery while panicking; it's how a player would react.
const movements = new Movements(bot);
movements.canDig = true;
movements.allow1by1towers = false;
bot.pathfinder.setMovements(movements);
try {
const movements = new Movements(bot);
movements.canDig = true;
movements.allow1by1towers = false;
bot.pathfinder.setMovements(movements);
} catch {
// fake/registry-less bot (tests) — skip movement tuning
}
const goal = new goals.GoalNear(tx, ty, tz, 1);
if (opts.motion?.gotoSafe) {
const res = await opts.motion.gotoSafe(goal, {
timeoutMs: opts.timeoutMs ?? 12_000,
stuckWindowMs: 4_000,
stuckDelta: 1.5,
label: `flee(${fromEntity?.name})`,
});
if (res.ok) return { ok: true, detail: { to: { x: tx, y: ty, z: tz }, moved: res.movedBlocks } };
warn("action", `flee gotoSafe → ${res.code} (moved ${res.movedBlocks}b); blind retreat`);
const b = await blindRetreat(bot, dirYaw, blindMs);
if (b.moved >= 4) {
return { ok: true, detail: { to: { x: Math.round(b.after.x), y: Math.round(b.after.y), z: Math.round(b.after.z) }, mode: "blind-retreat", moved: b.moved } };
}
return { ok: false, code: res.code, detail: `flee ${res.code} then blind retreat moved ${b.moved.toFixed(2)}b` };
}
try {
await withTimeout(
bot.pathfinder.goto(new goals.GoalNear(tx, ty, tz, 1)),
bot.pathfinder.goto(goal),
30_000,
`fleeFrom(${fromEntity?.name})`,
);
return { ok: true, detail: { to: { x: tx, y: ty, z: tz } } };
} catch (e) {
warn("action", `flee path failed: ${e.message}; trying blind retreat`);
const before = bot.entity.position.clone?.() ?? { ...bot.entity.position };
try { bot.pathfinder?.stop?.(); } catch {}
try { await bot.look(-Math.atan2(dx / len, dz / len), 0, true); } catch {}
bot.setControlState("forward", true);
bot.setControlState("jump", true);
try {
await new Promise((r) => setTimeout(r, 7_000));
} finally {
bot.setControlState("forward", false);
bot.setControlState("jump", false);
}
const after = bot.entity.position;
const moved = Math.hypot(after.x - before.x, after.z - before.z);
if (moved >= 4) {
const b = await blindRetreat(bot, dirYaw, blindMs);
if (b.moved >= 4) {
return {
ok: true,
detail: {
to: { x: Math.round(after.x), y: Math.round(after.y), z: Math.round(after.z) },
to: { x: Math.round(b.after.x), y: Math.round(b.after.y), z: Math.round(b.after.z) },
mode: "blind-retreat",
moved,
moved: b.moved,
},
};
}
warn("action", `flee blind retreat moved only ${moved.toFixed(2)} blocks`);
warn("action", `flee blind retreat moved only ${b.moved.toFixed(2)} blocks`);
return { ok: false, detail: e.message };
}
}