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:
@@ -57,6 +57,9 @@ import { createSkillMetrics } from "./skill-metrics.js";
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import { createWorldJournal } from "./world-journal.js";
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import { createScenarioMemory, situationHash } from "./scenario-memory.js";
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import { createOwnedBlocksLedger } from "./owned-blocks.js";
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import { createInventoryLedger } from "./services/inventory-ledger.js";
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import { createMotionService } from "./services/motion.js";
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import { createAntiLoop } from "./anti-loop.js";
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import { initKnowledge } from "./knowledge/index.js";
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import { attach as attachCoach } from "./coach/postmortem.js";
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import { attach as attachReflect } from "./coach/reflect.js";
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@@ -64,6 +67,8 @@ import { attach as attachTuner } from "./coach/trigger-tuner.js";
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import { attach as attachChatter } from "./persona/chatter.js";
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import { attachAwareness } from "./awareness/events.js";
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import { pickCurrentStep } from "./goal/state.js";
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import { createGoalManager } from "./goal/goal-manager.js";
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import { computeVillageScore } from "./goal/village-score.js";
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fs.mkdirSync(stateDir, { recursive: true });
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const JOINED_FLAG = path.join(stateDir, "joined-before.flag");
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@@ -104,6 +109,10 @@ const skillMetrics = createSkillMetrics();
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const worldJournal = createWorldJournal();
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const scenarioMemory = createScenarioMemory();
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const ownedBlocks = createOwnedBlocksLedger();
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const inventoryLedger = createInventoryLedger();
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const antiLoop = createAntiLoop();
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const goalManager = createGoalManager();
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let motionService = null; // armed on spawn (needs a live bot for pathfinder)
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let lastResult = null; // { label, ok, code, detail, ts }
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let lastFailureAt = 0;
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let lastPlanReadAt = 0;
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@@ -130,6 +139,9 @@ const reflexCtx = {
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memory: scenarioMemory,
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metrics: skillMetrics,
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owned: ownedBlocks,
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ledger: inventoryLedger,
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antiLoop,
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motion: null, // set on spawn alongside the pathfinder watchdog
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};
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let chatTimestamps = [];
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@@ -690,6 +702,14 @@ function connect() {
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pathWatchdog = createPathfinderWatchdog(bot);
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info("pathfinder", "stuck-replan watchdog armed");
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} catch (e) { warn("pathfinder", `watchdog start failed: ${e?.message ?? e}`); }
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// MotionService (L1): structured gotoSafe() with wall-clock timeout +
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// progress watchdog + noPath/timeout listener. Skills opt in for a
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// {ok|stuck|timeout|nopath} result instead of a silent hang.
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try {
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motionService = createMotionService(bot);
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reflexCtx.motion = motionService;
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info("motion", "MotionService armed");
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} catch (e) { warn("motion", `MotionService start failed: ${e?.message ?? e}`); }
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// v0.2.0 — self-learning coach + persona narration. Both are
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// import-safe; they just attach listeners and (for coach) a periodic
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// Pi-drain timer. See docs/v0.2.0-self-learning.md.
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@@ -753,6 +773,8 @@ function connect() {
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warn("mc", `connection ended: ${reason}`);
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bot = null;
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reflexCtx.bot = null;
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motionService = null;
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reflexCtx.motion = null;
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lastSnapshot = { connected: false };
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if (!shuttingDown) scheduleReconnect();
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});
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@@ -830,6 +852,10 @@ function tick() {
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if (shuttingDown) return;
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const now = Date.now();
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if (bot && bot.entity) {
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// L1: record an inventory snapshot every tick so skills can verify
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// pickups by diff (ledger.gainedSince/acquired) rather than trusting
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// the unreliable playerCollect event.
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try { inventoryLedger.update(bot, now); } catch {}
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lastSnapshot = buildSnapshot(bot);
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lastSnapshot.pendingProposals = listProposals().length;
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lastSnapshot.lastReflex = reflexCtx.lastReflex ?? null;
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@@ -854,6 +880,18 @@ function tick() {
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// other observers can react to step transitions without
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// re-importing the picker.
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try { lastSnapshot.storyStep = pickCurrentStep(lastSnapshot); } catch {}
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// L3 Settlement Contract: evaluate milestone invariants against the
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// world and surface the unified progression goal + suggested skill.
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// Precomputed here (like curriculum/storyStep) so reflex.js consumes
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// snapshot.contract and the TUI/score read it without re-walking.
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try {
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lastSnapshot.contract = goalManager.next(lastSnapshot, { ledger: inventoryLedger });
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lastSnapshot.villageScore = computeVillageScore(lastSnapshot, {
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contract: lastSnapshot.contract,
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uptimeMs: botSpawnedAt ? Date.now() - botSpawnedAt : 0,
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metrics: skillMetrics.snapshot(),
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});
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} catch (e) { warn("contract", `eval failed: ${e?.message ?? e}`); }
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reflexCtx.snapshot = lastSnapshot;
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if (!reflexPaused) {
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const result = runTick(reflexCtx);
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@@ -936,6 +974,40 @@ function tick() {
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void filePostCritique(wedged, "wedged");
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}
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// QW5 — anti-loop: a skill that failed ≥3× in 5 min is blacklisted by
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// the detector; here we turn each fired loop into an improvement_request
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// so the operator/Codex gets a concrete ticket instead of silent thrash.
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for (const loop of antiLoop.drainFired()) {
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try {
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writeProposal({
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kind: `anti-loop-${loop.skillId}`,
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summary: `${loop.skillId} looped ${loop.count}× in 5min (last code=${loop.code ?? "?"})`,
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body: [
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`# Anti-loop: ${loop.skillId}`,
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``,
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`The same skill failed ${loop.count} times within 5 minutes with no success`,
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`in between, so it has been blacklisted until ${new Date(loop.until).toISOString()}.`,
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``,
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`- skill: ${loop.skillId}`,
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loop.targetKey ? `- target: ${loop.targetKey}` : `- target: (none)`,
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`- last failure code: ${loop.code ?? "?"}`,
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`- runtime state: ${lastSnapshot.runtimeState ?? "?"}`,
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`- no-progress reason: ${lastSnapshot.noProgressReason ?? "?"}`,
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`- position: ${JSON.stringify(lastSnapshot.position ?? null)}`,
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`- milestone: ${lastSnapshot.contract?.milestone?.id ?? lastSnapshot.currentMilestone ?? "?"}`,
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``,
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`## Suggested fix`,
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`Either the skill's preconditions are too loose (it keeps being chosen`,
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`when it cannot succeed here) or it needs a real recovery branch. Inspect`,
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`runtime/skills/${loop.skillId.split(".").pop()}*.js and the scheduler path.`,
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].join("\n"),
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editScope: ["runtime/skills/", "runtime/reflex.js", "runtime/modes.js"],
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});
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} catch (e) {
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warn("anti-loop", `writeProposal failed: ${e?.message ?? e}`);
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}
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}
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ipc?.broadcast(EVENT_TYPES.STATUS, lastSnapshot);
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} else {
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lastSnapshot = { connected: false };
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