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:
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// Skill dependency graph (Plan4MC-style, research §C). A static, declarative
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// model of "what does this skill need, what does it produce". The contract
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// already SEQUENCES the early game via the curriculum, so this graph is the
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// queryable prerequisite layer on top: the GoalManager annotates each suggested
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// skill with whether its prerequisites currently hold (surfaced for the TUI and
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// as a guard against suggesting a skill that physically cannot succeed here).
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//
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// Requirement kinds:
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// { item: <semantic-group|exact>, min } — need N of an item / group
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// { tool: "pickaxe" | "axe" | "sword" } — need any tier of that tool
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// Semantic groups: logs (*_log/_stem), planks (*_planks), sticks, cobblestone,
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// wool (*_wool), coal, bed (*_bed). Anything else is matched as an exact name.
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import { totalMatching, has } from "./invariants.js";
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const GROUP = {
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logs: (k) => k.endsWith("_log") || k.endsWith("_stem"),
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planks: (k) => k.endsWith("_planks"),
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wool: (k) => k.endsWith("_wool"),
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cobblestone: (k) => k === "cobblestone" || k === "cobbled_deepslate",
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coal: (k) => k === "coal" || k === "charcoal",
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};
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const TOOL = {
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pickaxe: (k) => k.endsWith("_pickaxe"),
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axe: (k) => k.endsWith("_axe") && !k.endsWith("_pickaxe"),
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sword: (k) => k.endsWith("_sword"),
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};
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export const SKILL_GRAPH = Object.freeze({
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"gather.logs": { requires: [], produces: ["logs"] },
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"gather.wool": { requires: [], produces: ["wool"] },
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"gather.stone": { requires: [{ tool: "pickaxe" }], produces: ["cobblestone"] },
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"craft.planks": { requires: [{ item: "logs", min: 1 }], produces: ["planks"] },
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"craft.sticks": { requires: [{ item: "planks", min: 2 }], produces: ["stick"] },
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"craft.wooden-axe": { requires: [{ item: "planks", min: 3 }, { item: "stick", min: 2 }], produces: ["wooden_axe"] },
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"craft.wooden-pickaxe": { requires: [{ item: "planks", min: 3 }, { item: "stick", min: 2 }], produces: ["wooden_pickaxe"] },
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"craft.wooden-sword": { requires: [{ item: "planks", min: 2 }, { item: "stick", min: 1 }], produces: ["wooden_sword"] },
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"craft.stone-axe": { requires: [{ item: "cobblestone", min: 3 }, { item: "stick", min: 2 }], produces: ["stone_axe"] },
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"craft.stone-pickaxe": { requires: [{ item: "cobblestone", min: 3 }, { item: "stick", min: 2 }], produces: ["stone_pickaxe"] },
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"craft.stone-sword": { requires: [{ item: "cobblestone", min: 2 }, { item: "stick", min: 1 }], produces: ["stone_sword"] },
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"craft.furnace": { requires: [{ item: "cobblestone", min: 8 }], produces: ["furnace"] },
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"craft.chest": { requires: [{ item: "planks", min: 8 }], produces: ["chest"] },
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"craft.torch": { requires: [{ item: "coal", min: 1 }, { item: "stick", min: 1 }], produces: ["torch"] },
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"craft.bed": { requires: [{ item: "wool", min: 3 }, { item: "planks", min: 3 }], produces: ["bed"] },
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"village.choose-base": { requires: [], produces: ["loc:base"] },
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"village.build-shelter": { requires: [{ item: "planks", min: 1 }], produces: ["loc:shelter"] },
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"village.place-chest": { requires: [{ item: "chest", min: 1 }], produces: ["loc:chest"] },
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"farm.wheat": { requires: [], produces: [] },
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});
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function itemCount(inv, name) {
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const g = GROUP[name];
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return g ? totalMatching(inv, g) : (inv?.[name] ?? 0);
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}
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function hasTool(inv, kind) {
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const t = TOOL[kind];
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if (!t) return false;
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return Object.keys(inv ?? {}).some((k) => t(k) && (inv[k] ?? 0) > 0);
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}
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// { ok, missing: [{ item|tool, min, have }] } for a skill given the world.
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export function prerequisitesMet(skillId, world) {
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const node = SKILL_GRAPH[skillId];
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if (!node) return { ok: true, missing: [], known: false };
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const inv = world?.inventory ?? {};
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const missing = [];
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for (const req of node.requires) {
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if (req.tool) {
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if (!hasTool(inv, req.tool)) missing.push({ tool: req.tool });
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} else if (req.item) {
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const have = itemCount(inv, req.item);
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if (have < (req.min ?? 1)) missing.push({ item: req.item, min: req.min ?? 1, have });
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}
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}
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return { ok: missing.length === 0, missing, known: true };
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}
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export function canRun(skillId, world) {
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return prerequisitesMet(skillId, world).ok;
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}
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// All skills whose prerequisites currently hold (Plan4MC "frontier").
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export function runnableFrontier(world) {
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return Object.keys(SKILL_GRAPH).filter((id) => canRun(id, world));
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}
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export const _internal = { GROUP, TOOL, itemCount, hasTool, has };
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