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:
@@ -53,6 +53,7 @@ function makeCtx({
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// tested directly in advisor-trigger.test.js.
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disableStoryline = true, // storyline tested in goal/storyline.test.js
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disableWedge = true, // wedge tested in awareness/wedge-detector.test.js
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disableContract = true, // contract path tested below + goal-manager.test.js
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} = {}) {
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const dispatches = [];
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const ctx = {
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@@ -69,6 +70,7 @@ function makeCtx({
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disableAdvisor,
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disableStoryline,
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disableWedge,
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disableContract,
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dispatch(fn, label, opts = {}) {
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dispatches.push({ fn, label, opts });
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},
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@@ -547,3 +549,65 @@ test("onComplete sets per-skill backoff on cooldown-class failures", () => {
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cb({ ok: false, code: "missing_tool", detail: "no pickaxe" });
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assert.ok((ctx.skillBackoff?.["gather.stone"] ?? 0) > Date.now());
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});
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// ---- v0.4.0 Settlement Contract integration --------------------------------
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test("contract suggestion drives dispatch (beats curriculum plan)", () => {
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const { ctx, dispatches } = makeCtx({
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disableContract: false,
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snapshot: {
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connected: true,
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health: 20,
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food: 20,
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isDay: true,
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// curriculum (legacy) would say gather.logs; the contract says farm.
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curriculum: { plan: { skillId: "gather.logs" } },
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contract: {
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done: false,
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milestone: { id: "M9_farm", title: "Start a wheat farm" },
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suggestedSkill: { skillId: "farm.wheat" },
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},
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},
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});
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const out = runTick(ctx);
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assert.equal(out.reflex, "curriculum");
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assert.equal(dispatches[0].label, "farm.wheat");
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assert.equal(out.source, "contract:M9_farm");
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});
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test("contract dispatches even when curriculum plan is exhausted (no wander)", () => {
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const { ctx, dispatches } = makeCtx({
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disableContract: false,
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snapshot: {
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connected: true,
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health: 20,
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food: 20,
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isDay: true,
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curriculum: null, // curriculum exhausted
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contract: {
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done: false,
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milestone: { id: "M9_farm", title: "Start a wheat farm" },
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suggestedSkill: { skillId: "farm.wheat" },
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},
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},
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});
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const out = runTick(ctx);
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assert.equal(dispatches[0].label, "farm.wheat");
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});
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test("contract done → falls through to wander when nothing else suggests", () => {
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const { ctx, dispatches } = makeCtx({
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disableContract: false,
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snapshot: {
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connected: true,
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health: 20,
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food: 20,
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isDay: true,
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curriculum: null,
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contract: { done: true, milestone: null, suggestedSkill: null },
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},
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});
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const out = runTick(ctx);
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assert.equal(out.reflex, "curriculum");
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assert.equal(dispatches[0].label, "wander");
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});
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