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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// InventoryLedger (L1 service) — diff-based "did I actually get it" verifier.
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//
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// The proximate cause of the live `no_drop` symptom (research §A.4, QW2): the
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// bot has no reliable signal that a pickup happened. mineflayer's
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// `playerCollect` event is unreliable (fires for the wrong entity when other
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// droppers tick nearby — mineflayer #1171) and item entities visually vanish
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// past ~16 blocks (Minecraft Wiki, Item entity). The only ground truth is the
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// inventory itself.
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//
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// This ledger snapshots `bot.inventory.items()` over time and answers two
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// questions deterministically:
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// - count(name) -> current count of an exact item
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// - total(matcher) -> sum of counts for items matching a predicate
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// - gainedSince(baseline, m) -> net positive gain of matching items vs a baseline
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// - acquired(matcher, sinceTs)-> same, but baselined to a wall-clock timestamp
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//
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// Skills verify success with `const base = ledger.mark(); ...; ledger.update(bot);
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// const got = ledger.gainedSince(base, isFood)` instead of trusting events.
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//
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// Pure w.r.t. the runtime: it only reads inventory. update() is driven once
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// per tick from bot.js, and a skill may call update(bot) itself to force a
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// fresh read before checking a delta (independent of tick cadence).
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function itemsToCounts(items) {
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const m = new Map();
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for (const it of items ?? []) {
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if (!it?.name) continue;
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m.set(it.name, (m.get(it.name) ?? 0) + (it.count ?? 0));
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}
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return m;
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}
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function countsFromBot(bot) {
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try {
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return itemsToCounts(bot?.inventory?.items?.() ?? []);
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} catch {
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return new Map();
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}
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}
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function matchFn(matcher) {
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if (typeof matcher === "function") return matcher;
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if (matcher instanceof RegExp) return (n) => matcher.test(n);
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if (typeof matcher === "string") return (n) => n === matcher;
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if (Array.isArray(matcher)) {
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const set = new Set(matcher);
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return (n) => set.has(n);
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}
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if (matcher instanceof Set) return (n) => matcher.has(n);
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return () => true;
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}
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export function createInventoryLedger({ historyMs = 6 * 60_000, maxSnapshots = 240 } = {}) {
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let history = []; // [{ ts, counts: Map<string,number> }], oldest→newest
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let current = new Map();
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// Record a snapshot now. Accepts a bot or a raw items array (for tests).
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function update(botOrItems, now = Date.now()) {
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current = Array.isArray(botOrItems) ? itemsToCounts(botOrItems) : countsFromBot(botOrItems);
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history.push({ ts: now, counts: current });
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const cutoff = now - historyMs;
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while (history.length > 1 && (history[0].ts < cutoff || history.length > maxSnapshots)) {
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history.shift();
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}
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return current;
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}
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function count(name) {
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return current.get(name) ?? 0;
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}
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function total(matcher) {
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const f = matchFn(matcher);
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let sum = 0;
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for (const [name, c] of current) if (f(name)) sum += c;
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return sum;
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}
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// A baseline is just a frozen copy of the counts at a point in time.
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function mark() {
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return new Map(current);
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}
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function gainedSince(baseline, matcher) {
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const f = matchFn(matcher);
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const base = baseline ?? new Map();
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let gained = 0;
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for (const [name, c] of current) {
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if (!f(name)) continue;
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const before = base.get(name) ?? 0;
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if (c > before) gained += c - before;
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}
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return gained;
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}
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// The newest recorded snapshot whose ts is <= sinceTs (i.e. the world as it
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// was at that moment). Empty map if we have no history that old.
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function baselineAt(sinceTs) {
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let chosen = null;
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for (const h of history) {
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if (h.ts <= sinceTs) chosen = h;
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else break;
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}
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return chosen ? new Map(chosen.counts) : new Map();
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}
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function acquired(matcher, sinceTs) {
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return gainedSince(baselineAt(sinceTs), matcher);
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}
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// Full signed diff {name: change} vs the snapshot at sinceTs. Used for
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// worldDelta validation and diary narration.
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function delta(sinceTs) {
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const base = baselineAt(sinceTs);
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const out = {};
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const names = new Set([...base.keys(), ...current.keys()]);
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for (const name of names) {
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const d = (current.get(name) ?? 0) - (base.get(name) ?? 0);
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if (d !== 0) out[name] = d;
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}
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return out;
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}
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function snapshot() {
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return new Map(current);
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}
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return {
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update,
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count,
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total,
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mark,
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gainedSince,
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acquired,
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baselineAt,
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delta,
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snapshot,
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_history: () => history,
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};
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}
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export const _internal = { itemsToCounts, matchFn };
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