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
+28 -21
View File
@@ -149,16 +149,16 @@ function StatusHeader({ snapshot, connectedIpc, width, startedAt }: { snapshot:
const day = snapshot.isDay ? "☀" : "🌙";
const session = formatDuration(Date.now() - startedAt);
const mcOnline = snapshot.connected;
const story = snapshot.storyStep;
const idx = story?.index ?? 0;
const cur = story?.step;
const want = story?.suggestion?.skillId;
// 11-step progress bar in 11 cells
const bar = Array.from({ length: 11 }, (_, i) => {
if (i < idx) return "▓";
if (i === idx) return "▒";
return "░";
}).join("");
// v0.4.0 — the Settlement Contract is the progression authority. Show its
// milestone, completed/total, suggested skill and the Village Score.
const contract = snapshot.contract;
const vs = snapshot.villageScore;
const cdone = contract?.completed ?? 0;
const ctotal = contract?.total ?? 0;
const cbar = Array.from({ length: ctotal || 10 }, (_, i) => (i < cdone ? "▓" : "░")).join("");
const cmile = contract?.milestone;
const cwant = contract?.suggestedSkill?.skillId;
const vspct = vs ? Math.round(vs.score * 100) : null;
return (
<Box flexDirection="column" borderStyle="round" borderColor="cyan" paddingX={1} width={width}>
<Box>
@@ -188,25 +188,32 @@ function StatusHeader({ snapshot, connectedIpc, width, startedAt }: { snapshot:
) : null}
</Box>
<Box>
<Text color="magenta">story </Text>
<Text bold>{bar}</Text>
<Text color="magenta">build </Text>
<Text bold>{cbar}</Text>
<Text dimColor> </Text>
<Text bold>{idx + 1}/11</Text>
<Text bold>{cdone}/{ctotal}</Text>
<Text dimColor> </Text>
{cur ? (
{contract?.done ? (
<Text color="green" bold>settlement complete</Text>
) : cmile ? (
<>
<Text color="white" bold>{cur.id}</Text>
<Text color="white" bold>{cmile.id}</Text>
<Text dimColor> · </Text>
<Text>{cur.title}</Text>
<Text>{cmile.title}</Text>
</>
) : <Text dimColor>(no story)</Text>}
{want ? (
) : <Text dimColor>(no contract)</Text>}
{cwant ? (
<>
<Text dimColor> </Text>
<Text color="cyan">{want}</Text>
<Text color="cyan">{cwant}</Text>
</>
) : null}
{vspct != null ? (
<>
<Text dimColor> · </Text>
<Text color="yellow">VS {vspct}%</Text>
</>
) : null}
{story?.emergency ? <Text color="red" bold> [EMERGENCY]</Text> : null}
</Box>
</Box>
);
@@ -445,7 +452,7 @@ function App() {
// Layout math: compact 4-section vertical stack.
// row budget:
// header (story + status) ≈ 4 rows
// header (contract/build + status) ≈ 4 rows
// middle activity/chat ≈ floor((rows - 4 - 4 - 4) / 2)
// bottom advisor/improvements ≈ same
// footer ≈ 4 rows