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
+97
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import { test } from "node:test";
import assert from "node:assert/strict";
import { createGoalManager } from "./goal-manager.js";
import { SETTLEMENT_CONTRACT } from "./contract.js";
import { worldFromSnapshot, checkInvariants } from "./invariants.js";
function snap(extra = {}) {
return {
connected: true,
position: { x: 0, y: 64, z: 0 },
health: 20,
food: 20,
hasFood: false,
isDay: true,
inventory: {},
locations: {},
nearbyEntities: { passives: [], droppedItems: [] },
...extra,
};
}
const ALL_TOOLS = {
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
stone_axe: 1, stone_pickaxe: 1, stone_sword: 1, furnace: 1,
white_bed: 1, torch: 8, bread: 5,
};
test("fresh spawn selects M1 wood tools, suggests gather.logs", () => {
const gm = createGoalManager();
const r = gm.next(snap());
assert.equal(r.done, false);
assert.equal(r.milestone.id, "M1_wood_tools");
assert.equal(r.suggestedSkill.skillId, "gather.logs");
});
test("starving preempts lower milestones with the food skill (not curriculum wood)", () => {
const gm = createGoalManager();
const r = gm.next(snap({ food: 5 }));
assert.equal(r.milestone.id, "M4_food_security");
// no visible target → scout, and crucially NOT gather.logs
assert.equal(r.suggestedSkill.skillId, "survive.scout-food");
assert.match(r.reason, /urgent/);
});
test("starving with a visible chicken hunts it", () => {
const gm = createGoalManager();
const r = gm.next(snap({ food: 5, nearbyEntities: { passives: [{ name: "chicken", distance: 4 }], droppedItems: [] } }));
assert.equal(r.milestone.id, "M4_food_security");
assert.equal(r.suggestedSkill.skillId, "survive.acquire-food");
});
test("not-quite-starving (food 10) does NOT preempt wood; mild urgency only", () => {
const gm = createGoalManager();
// food 10 → M4 urgency 20, M1 unmet at index 1 → score(M1)=-1, score(M4)=-4+20=16 → M4 still wins.
// To assert ordered behaviour we use food 13 (urgency 0): wood wins.
const r = gm.next(snap({ food: 13 }));
assert.equal(r.milestone.id, "M1_wood_tools");
});
test("with wood+stone+bed+food, lowest unmet is M5 storage → craft.chest", () => {
const gm = createGoalManager();
const r = gm.next(snap({ inventory: { ...ALL_TOOLS, torch: 0 }, food: 20 }));
// torch removed so M6 lighting also unmet, but storage (M5) is lower.
assert.equal(r.milestone.id, "M5_storage");
assert.equal(r.suggestedSkill.skillId, "craft.chest");
});
test("everything done → done:true, completed == total", () => {
const gm = createGoalManager();
const r = gm.next(snap({
inventory: ALL_TOOLS,
food: 20,
hasFood: true,
locations: { chest: { x: 1 }, base: { x: 2 }, shelter: { x: 3 }, farm: { x: 4 } },
}));
assert.equal(r.done, true);
assert.equal(r.completed, r.total);
assert.equal(r.milestone, null);
});
test("progress fraction increases as milestones complete", () => {
const gm = createGoalManager();
const empty = gm.next(snap());
const advanced = gm.next(snap({ inventory: ALL_TOOLS, food: 20, hasFood: true }));
assert.ok(advanced.completed > empty.completed);
assert.equal(advanced.total, SETTLEMENT_CONTRACT.length);
});
test("checkInvariants reports which invariant is unmet", () => {
const m = SETTLEMENT_CONTRACT.find((x) => x.id === "M3_stone_tools");
const world = worldFromSnapshot(snap({ inventory: { stone_axe: 1, stone_pickaxe: 1, stone_sword: 1 } }));
const c = checkInvariants(m, world);
// missing furnace → unmet
assert.equal(c.met, false);
assert.ok(c.unmet.includes("stone_tier"));
});