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>
This commit is contained in:
2026-05-28 11:20:52 +03:00
co-authored by Claude Opus 4.7
parent 2a6cc0cdb1
commit c963ab3ecb
13 changed files with 575 additions and 26 deletions
+1 -1
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@@ -17,7 +17,7 @@
"tui:legacy": "tsx tui/tui.tsx", "tui:legacy": "tsx tui/tui.tsx",
"propose:apply": "node scripts/propose-apply.js", "propose:apply": "node scripts/propose-apply.js",
"stop": "bash scripts/stop.sh", "stop": "bash scripts/stop.sh",
"test": "node --test runtime/skills/contract.test.js runtime/skills/groups.test.js runtime/skills/compat.test.js runtime/skills/recovery-tunnel-out.test.js runtime/skills/pillar-up.test.js runtime/skills/dig-in.test.js runtime/skills/_common.test.js runtime/curriculum.test.js runtime/social/social.test.js runtime/social/conversation.test.js runtime/social/chat-history.test.js runtime/social/reply-pi.test.js runtime/stuck-incident.test.js runtime/compat.test.js runtime/reflex.test.js runtime/base-site.test.js runtime/locations.test.js runtime/watch-filter.test.js runtime/world-journal.test.js runtime/scenario-memory.test.js runtime/critic.test.js runtime/skill-library.test.js runtime/skill-registry.test.js runtime/modes.test.js runtime/pathfinder-watchdog.test.js runtime/services/inventory-ledger.test.js runtime/services/motion.test.js runtime/manifesto/needs.test.js runtime/manifesto/state.test.js runtime/goal/storyline.test.js runtime/goal/goal-manager.test.js runtime/goal/village-score.test.js runtime/awareness/events.test.js runtime/awareness/wedge-detector.test.js runtime/biome-affordances.test.js runtime/knowledge/knowledge.test.js runtime/llm/provider.test.js runtime/coach/postmortem.test.js runtime/coach/advice.test.js runtime/coach/reflect.test.js runtime/coach/fast-advisor.test.js runtime/coach/advisor-trigger.test.js runtime/coach/trigger-tuner.test.js runtime/persona/chatter.test.js scripts/edit-scope.test.js scripts/lint-patch.test.js" "test": "node --test runtime/skills/contract.test.js runtime/skills/groups.test.js runtime/skills/compat.test.js runtime/skills/recovery-tunnel-out.test.js runtime/skills/pillar-up.test.js runtime/skills/dig-in.test.js runtime/skills/_common.test.js runtime/skills/flee.test.js runtime/skills/worlddelta.test.js runtime/curriculum.test.js runtime/social/social.test.js runtime/social/conversation.test.js runtime/social/chat-history.test.js runtime/social/reply-pi.test.js runtime/stuck-incident.test.js runtime/compat.test.js runtime/reflex.test.js runtime/base-site.test.js runtime/locations.test.js runtime/watch-filter.test.js runtime/world-journal.test.js runtime/scenario-memory.test.js runtime/critic.test.js runtime/skill-library.test.js runtime/skill-registry.test.js runtime/modes.test.js runtime/pathfinder-watchdog.test.js runtime/anti-loop.test.js runtime/services/inventory-ledger.test.js runtime/services/motion.test.js runtime/manifesto/needs.test.js runtime/manifesto/state.test.js runtime/goal/storyline.test.js runtime/goal/goal-manager.test.js runtime/goal/village-score.test.js runtime/goal/skill-graph.test.js runtime/awareness/events.test.js runtime/awareness/wedge-detector.test.js runtime/biome-affordances.test.js runtime/knowledge/knowledge.test.js runtime/llm/provider.test.js runtime/coach/postmortem.test.js runtime/coach/advice.test.js runtime/coach/reflect.test.js runtime/coach/fast-advisor.test.js runtime/coach/advisor-trigger.test.js runtime/coach/trigger-tuner.test.js runtime/persona/chatter.test.js scripts/edit-scope.test.js scripts/lint-patch.test.js"
}, },
"dependencies": { "dependencies": {
"better-sqlite3": "^11.10.0", "better-sqlite3": "^11.10.0",
+58 -23
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@@ -143,7 +143,30 @@ export async function attackNearest(bot, hostileType) {
// ---- flee ------------------------------------------------------------------ // ---- flee ------------------------------------------------------------------
export async function fleeFrom(bot, fromEntity, distance = 16) { async function blindRetreat(bot, dirYaw, blindMs = 7_000) {
const before = bot.entity.position.clone?.() ?? { ...bot.entity.position };
try { bot.pathfinder?.stop?.(); } catch {}
try { await bot.look(dirYaw, 0, true); } catch {}
bot.setControlState("forward", true);
bot.setControlState("jump", true);
try {
await new Promise((r) => setTimeout(r, blindMs));
} finally {
bot.setControlState("forward", false);
bot.setControlState("jump", false);
}
const after = bot.entity.position;
const moved = Math.hypot(after.x - before.x, after.z - before.z);
return { moved, after };
}
// v0.4.0 — when a MotionService is supplied (opts.motion), retreat via
// gotoSafe: a 12s wall-clock with a 4s progress watchdog returns a STRUCTURED
// {stuck|timeout|nopath} fast instead of hanging the full 30s that we observed
// live (zombie pinning the bot, every flee timing out, watchdog burning 3
// replans). On any non-reached result we fall straight through to the blind
// retreat. Callers without a motion service keep the legacy 30s path.
export async function fleeFrom(bot, fromEntity, distance = 16, opts = {}) {
ensurePathfinder(bot); ensurePathfinder(bot);
const from = fromEntity?.position ?? bot.entity.position; const from = fromEntity?.position ?? bot.entity.position;
const here = bot.entity.position; const here = bot.entity.position;
@@ -154,50 +177,62 @@ export async function fleeFrom(bot, fromEntity, distance = 16) {
const tx = Math.round(here.x + (dx / len) * distance); const tx = Math.round(here.x + (dx / len) * distance);
const tz = Math.round(here.z + (dz / len) * distance); const tz = Math.round(here.z + (dz / len) * distance);
const ty = Math.round(here.y); const ty = Math.round(here.y);
const dirYaw = -Math.atan2(dx / len, dz / len);
const blindMs = opts.blindMs ?? 7_000;
info("action", `flee: from=${fromEntity?.name ?? "?"}${tx},${ty},${tz}`); info("action", `flee: from=${fromEntity?.name ?? "?"}${tx},${ty},${tz}`);
// canDig:true here is deliberate — without it the bot gets permanently // canDig:true here is deliberate — without it the bot gets permanently
// stuck in dense tree canopy (observed live: bot perched at Y=85 inside // stuck in dense tree canopy (observed live: bot perched at Y=85 inside
// dark-oak leaves, every flee timed out for hours). We accept the risk of // dark-oak leaves, every flee timed out for hours). We accept the risk of
// chopping through scenery while panicking; it's how a player would react. // chopping through scenery while panicking; it's how a player would react.
const movements = new Movements(bot); try {
movements.canDig = true; const movements = new Movements(bot);
movements.allow1by1towers = false; movements.canDig = true;
bot.pathfinder.setMovements(movements); movements.allow1by1towers = false;
bot.pathfinder.setMovements(movements);
} catch {
// fake/registry-less bot (tests) — skip movement tuning
}
const goal = new goals.GoalNear(tx, ty, tz, 1);
if (opts.motion?.gotoSafe) {
const res = await opts.motion.gotoSafe(goal, {
timeoutMs: opts.timeoutMs ?? 12_000,
stuckWindowMs: 4_000,
stuckDelta: 1.5,
label: `flee(${fromEntity?.name})`,
});
if (res.ok) return { ok: true, detail: { to: { x: tx, y: ty, z: tz }, moved: res.movedBlocks } };
warn("action", `flee gotoSafe → ${res.code} (moved ${res.movedBlocks}b); blind retreat`);
const b = await blindRetreat(bot, dirYaw, blindMs);
if (b.moved >= 4) {
return { ok: true, detail: { to: { x: Math.round(b.after.x), y: Math.round(b.after.y), z: Math.round(b.after.z) }, mode: "blind-retreat", moved: b.moved } };
}
return { ok: false, code: res.code, detail: `flee ${res.code} then blind retreat moved ${b.moved.toFixed(2)}b` };
}
try { try {
await withTimeout( await withTimeout(
bot.pathfinder.goto(new goals.GoalNear(tx, ty, tz, 1)), bot.pathfinder.goto(goal),
30_000, 30_000,
`fleeFrom(${fromEntity?.name})`, `fleeFrom(${fromEntity?.name})`,
); );
return { ok: true, detail: { to: { x: tx, y: ty, z: tz } } }; return { ok: true, detail: { to: { x: tx, y: ty, z: tz } } };
} catch (e) { } catch (e) {
warn("action", `flee path failed: ${e.message}; trying blind retreat`); warn("action", `flee path failed: ${e.message}; trying blind retreat`);
const before = bot.entity.position.clone?.() ?? { ...bot.entity.position }; const b = await blindRetreat(bot, dirYaw, blindMs);
try { bot.pathfinder?.stop?.(); } catch {} if (b.moved >= 4) {
try { await bot.look(-Math.atan2(dx / len, dz / len), 0, true); } catch {}
bot.setControlState("forward", true);
bot.setControlState("jump", true);
try {
await new Promise((r) => setTimeout(r, 7_000));
} finally {
bot.setControlState("forward", false);
bot.setControlState("jump", false);
}
const after = bot.entity.position;
const moved = Math.hypot(after.x - before.x, after.z - before.z);
if (moved >= 4) {
return { return {
ok: true, ok: true,
detail: { detail: {
to: { x: Math.round(after.x), y: Math.round(after.y), z: Math.round(after.z) }, to: { x: Math.round(b.after.x), y: Math.round(b.after.y), z: Math.round(b.after.z) },
mode: "blind-retreat", mode: "blind-retreat",
moved, moved: b.moved,
}, },
}; };
} }
warn("action", `flee blind retreat moved only ${moved.toFixed(2)} blocks`); warn("action", `flee blind retreat moved only ${b.moved.toFixed(2)} blocks`);
return { ok: false, detail: e.message }; return { ok: false, detail: e.message };
} }
} }
+70
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@@ -0,0 +1,70 @@
// Anti-loop detector (QW5). The scheduler already skips a (skill, situation)
// that has failed repeatedly (scenario-memory.shouldSkip), but that is keyed on
// a coarse situation hash and never escalates. This detector closes the loop
// the research describes: when the SAME skill fails N times inside a short
// window with no success in between, it (a) blacklists that skill for a cool-off
// and (b) emits a one-shot "fired" record the runtime turns into an
// improvement_request — so an operator/Codex gets a ticket instead of the bot
// silently thrashing (e.g. the live flee↔dig-in loop we observed).
//
// Pure + deterministic: inject `now` in tests. No disk, no bot.
export function createAntiLoop({
windowMs = 5 * 60_000,
threshold = 3,
blacklistMs = 30 * 60_000,
refireCooldownMs = 30 * 60_000,
} = {}) {
const state = new Map(); // key -> { fails: number[], blacklistUntil, lastFiredAt }
const firedQueue = [];
function keyOf(skillId, targetKey) {
return targetKey ? `${skillId}@${targetKey}` : skillId;
}
function get(key) {
let s = state.get(key);
// lastFiredAt = -Infinity so the FIRST loop always fires (a real epoch
// `now` minus 0 would otherwise be < refireCooldownMs early in uptime).
if (!s) { s = { fails: [], blacklistUntil: 0, lastFiredAt: Number.NEGATIVE_INFINITY }; state.set(key, s); }
return s;
}
function record({ skillId, ok, code = null, targetKey = null, detail = null, now = Date.now() }) {
if (!skillId) return { fired: false };
const key = keyOf(skillId, targetKey);
const s = get(key);
if (ok) { s.fails = []; return { fired: false }; }
s.fails.push(now);
s.fails = s.fails.filter((t) => now - t <= windowMs);
if (s.fails.length >= threshold) {
s.blacklistUntil = now + blacklistMs;
const count = s.fails.length;
s.fails = []; // reset streak so we don't blacklist-spam every further fail
if (now - s.lastFiredAt >= refireCooldownMs) {
s.lastFiredAt = now;
const fired = { key, skillId, targetKey, count, code, detail, ts: now, until: s.blacklistUntil };
firedQueue.push(fired);
return { fired: true, ...fired };
}
}
return { fired: false };
}
function shouldSkip(skillId, targetKey = null, now = Date.now()) {
const s = state.get(keyOf(skillId, targetKey));
return !!s && now < s.blacklistUntil;
}
// Returns and clears the queue of newly-fired loops (for improvement_requests).
function drainFired() {
return firedQueue.splice(0);
}
function snapshot() {
return { tracked: state.size, pendingFired: firedQueue.length };
}
return { record, shouldSkip, drainFired, snapshot, _state: () => state };
}
+58
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@@ -0,0 +1,58 @@
import { test } from "node:test";
import assert from "node:assert/strict";
import { createAntiLoop } from "./anti-loop.js";
test("fires after N failures in the window and blacklists the skill", () => {
const al = createAntiLoop({ windowMs: 60_000, threshold: 3, blacklistMs: 30_000 });
assert.equal(al.record({ skillId: "survive.flee", ok: false, now: 1000 }).fired, false);
assert.equal(al.record({ skillId: "survive.flee", ok: false, now: 2000 }).fired, false);
const third = al.record({ skillId: "survive.flee", ok: false, now: 3000 });
assert.equal(third.fired, true);
assert.equal(third.count, 3);
assert.equal(al.shouldSkip("survive.flee", null, 4000), true);
assert.equal(al.shouldSkip("survive.flee", null, 40_000), false); // blacklist expired
});
test("a success resets the fail streak", () => {
const al = createAntiLoop({ threshold: 3 });
al.record({ skillId: "gather.logs", ok: false, now: 1 });
al.record({ skillId: "gather.logs", ok: false, now: 2 });
al.record({ skillId: "gather.logs", ok: true, now: 3 });
const r = al.record({ skillId: "gather.logs", ok: false, now: 4 });
assert.equal(r.fired, false);
});
test("failures outside the window do not accumulate", () => {
const al = createAntiLoop({ windowMs: 1000, threshold: 3 });
al.record({ skillId: "s", ok: false, now: 0 });
al.record({ skillId: "s", ok: false, now: 500 });
const r = al.record({ skillId: "s", ok: false, now: 5000 }); // first two pruned
assert.equal(r.fired, false);
});
test("targetKey separates loops on different targets", () => {
const al = createAntiLoop({ threshold: 2 });
al.record({ skillId: "mine", ok: false, targetKey: "A", now: 1 });
const a2 = al.record({ skillId: "mine", ok: false, targetKey: "A", now: 2 });
assert.equal(a2.fired, true);
const b1 = al.record({ skillId: "mine", ok: false, targetKey: "B", now: 3 });
assert.equal(b1.fired, false); // different target, own streak
});
test("drainFired returns and clears the queue", () => {
const al = createAntiLoop({ threshold: 2 });
al.record({ skillId: "x", ok: false, now: 1 });
al.record({ skillId: "x", ok: false, now: 2 });
assert.equal(al.drainFired().length, 1);
assert.equal(al.drainFired().length, 0);
});
test("refire cooldown prevents immediate re-fire", () => {
const al = createAntiLoop({ threshold: 2, blacklistMs: 1000, refireCooldownMs: 100_000 });
al.record({ skillId: "x", ok: false, now: 1 });
assert.equal(al.record({ skillId: "x", ok: false, now: 2 }).fired, true);
// after blacklist expires, two more fails — within refire cooldown → no fire
al.record({ skillId: "x", ok: false, now: 2000 });
assert.equal(al.record({ skillId: "x", ok: false, now: 2100 }).fired, false);
});
+37
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@@ -59,6 +59,7 @@ import { createScenarioMemory, situationHash } from "./scenario-memory.js";
import { createOwnedBlocksLedger } from "./owned-blocks.js"; import { createOwnedBlocksLedger } from "./owned-blocks.js";
import { createInventoryLedger } from "./services/inventory-ledger.js"; import { createInventoryLedger } from "./services/inventory-ledger.js";
import { createMotionService } from "./services/motion.js"; import { createMotionService } from "./services/motion.js";
import { createAntiLoop } from "./anti-loop.js";
import { initKnowledge } from "./knowledge/index.js"; import { initKnowledge } from "./knowledge/index.js";
import { attach as attachCoach } from "./coach/postmortem.js"; import { attach as attachCoach } from "./coach/postmortem.js";
import { attach as attachReflect } from "./coach/reflect.js"; import { attach as attachReflect } from "./coach/reflect.js";
@@ -109,6 +110,7 @@ const worldJournal = createWorldJournal();
const scenarioMemory = createScenarioMemory(); const scenarioMemory = createScenarioMemory();
const ownedBlocks = createOwnedBlocksLedger(); const ownedBlocks = createOwnedBlocksLedger();
const inventoryLedger = createInventoryLedger(); const inventoryLedger = createInventoryLedger();
const antiLoop = createAntiLoop();
const goalManager = createGoalManager(); const goalManager = createGoalManager();
let motionService = null; // armed on spawn (needs a live bot for pathfinder) let motionService = null; // armed on spawn (needs a live bot for pathfinder)
let lastResult = null; // { label, ok, code, detail, ts } let lastResult = null; // { label, ok, code, detail, ts }
@@ -138,6 +140,7 @@ const reflexCtx = {
metrics: skillMetrics, metrics: skillMetrics,
owned: ownedBlocks, owned: ownedBlocks,
ledger: inventoryLedger, ledger: inventoryLedger,
antiLoop,
motion: null, // set on spawn alongside the pathfinder watchdog motion: null, // set on spawn alongside the pathfinder watchdog
}; };
@@ -971,6 +974,40 @@ function tick() {
void filePostCritique(wedged, "wedged"); void filePostCritique(wedged, "wedged");
} }
// QW5 — anti-loop: a skill that failed ≥3× in 5 min is blacklisted by
// the detector; here we turn each fired loop into an improvement_request
// so the operator/Codex gets a concrete ticket instead of silent thrash.
for (const loop of antiLoop.drainFired()) {
try {
writeProposal({
kind: `anti-loop-${loop.skillId}`,
summary: `${loop.skillId} looped ${loop.count}× in 5min (last code=${loop.code ?? "?"})`,
body: [
`# Anti-loop: ${loop.skillId}`,
``,
`The same skill failed ${loop.count} times within 5 minutes with no success`,
`in between, so it has been blacklisted until ${new Date(loop.until).toISOString()}.`,
``,
`- skill: ${loop.skillId}`,
loop.targetKey ? `- target: ${loop.targetKey}` : `- target: (none)`,
`- last failure code: ${loop.code ?? "?"}`,
`- runtime state: ${lastSnapshot.runtimeState ?? "?"}`,
`- no-progress reason: ${lastSnapshot.noProgressReason ?? "?"}`,
`- position: ${JSON.stringify(lastSnapshot.position ?? null)}`,
`- milestone: ${lastSnapshot.contract?.milestone?.id ?? lastSnapshot.currentMilestone ?? "?"}`,
``,
`## Suggested fix`,
`Either the skill's preconditions are too loose (it keeps being chosen`,
`when it cannot succeed here) or it needs a real recovery branch. Inspect`,
`runtime/skills/${loop.skillId.split(".").pop()}*.js and the scheduler path.`,
].join("\n"),
editScope: ["runtime/skills/", "runtime/reflex.js", "runtime/modes.js"],
});
} catch (e) {
warn("anti-loop", `writeProposal failed: ${e?.message ?? e}`);
}
}
ipc?.broadcast(EVENT_TYPES.STATUS, lastSnapshot); ipc?.broadcast(EVENT_TYPES.STATUS, lastSnapshot);
} else { } else {
lastSnapshot = { connected: false }; lastSnapshot = { connected: false };
+9
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@@ -17,6 +17,7 @@
import { SETTLEMENT_CONTRACT } from "./contract.js"; import { SETTLEMENT_CONTRACT } from "./contract.js";
import { checkInvariants, worldFromSnapshot } from "./invariants.js"; import { checkInvariants, worldFromSnapshot } from "./invariants.js";
import { prerequisitesMet } from "./skill-graph.js";
export function createGoalManager({ contract = SETTLEMENT_CONTRACT } = {}) { export function createGoalManager({ contract = SETTLEMENT_CONTRACT } = {}) {
// Evaluate every milestone; returns the per-milestone invariant status plus // Evaluate every milestone; returns the per-milestone invariant status plus
@@ -57,6 +58,14 @@ export function createGoalManager({ contract = SETTLEMENT_CONTRACT } = {}) {
suggestedSkill = null; suggestedSkill = null;
} }
// Annotate the suggestion with skill-graph prerequisite status (Plan4MC).
// Observability + a guard surface: if prereqs are unmet the curriculum
// chain should already be steering toward them, but we expose the gap.
if (suggestedSkill?.skillId) {
const pre = prerequisitesMet(suggestedSkill.skillId, world);
if (!pre.ok) suggestedSkill = { ...suggestedSkill, blockedBy: pre.missing };
}
const reason = current.urgency > 0 && current.index > unmet[0].index const reason = current.urgency > 0 && current.index > unmet[0].index
? `urgent:${current.id}(${current.urgency}) preempts ${unmet[0].id}` ? `urgent:${current.id}(${current.urgency}) preempts ${unmet[0].id}`
: `lowest unmet: ${current.id}`; : `lowest unmet: ${current.id}`;
+89
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@@ -0,0 +1,89 @@
// Skill dependency graph (Plan4MC-style, research §C). A static, declarative
// model of "what does this skill need, what does it produce". The contract
// already SEQUENCES the early game via the curriculum, so this graph is the
// queryable prerequisite layer on top: the GoalManager annotates each suggested
// skill with whether its prerequisites currently hold (surfaced for the TUI and
// as a guard against suggesting a skill that physically cannot succeed here).
//
// Requirement kinds:
// { item: <semantic-group|exact>, min } — need N of an item / group
// { tool: "pickaxe" | "axe" | "sword" } — need any tier of that tool
// Semantic groups: logs (*_log/_stem), planks (*_planks), sticks, cobblestone,
// wool (*_wool), coal, bed (*_bed). Anything else is matched as an exact name.
import { totalMatching, has } from "./invariants.js";
const GROUP = {
logs: (k) => k.endsWith("_log") || k.endsWith("_stem"),
planks: (k) => k.endsWith("_planks"),
wool: (k) => k.endsWith("_wool"),
cobblestone: (k) => k === "cobblestone" || k === "cobbled_deepslate",
coal: (k) => k === "coal" || k === "charcoal",
};
const TOOL = {
pickaxe: (k) => k.endsWith("_pickaxe"),
axe: (k) => k.endsWith("_axe") && !k.endsWith("_pickaxe"),
sword: (k) => k.endsWith("_sword"),
};
export const SKILL_GRAPH = Object.freeze({
"gather.logs": { requires: [], produces: ["logs"] },
"gather.wool": { requires: [], produces: ["wool"] },
"gather.stone": { requires: [{ tool: "pickaxe" }], produces: ["cobblestone"] },
"craft.planks": { requires: [{ item: "logs", min: 1 }], produces: ["planks"] },
"craft.sticks": { requires: [{ item: "planks", min: 2 }], produces: ["stick"] },
"craft.wooden-axe": { requires: [{ item: "planks", min: 3 }, { item: "stick", min: 2 }], produces: ["wooden_axe"] },
"craft.wooden-pickaxe": { requires: [{ item: "planks", min: 3 }, { item: "stick", min: 2 }], produces: ["wooden_pickaxe"] },
"craft.wooden-sword": { requires: [{ item: "planks", min: 2 }, { item: "stick", min: 1 }], produces: ["wooden_sword"] },
"craft.stone-axe": { requires: [{ item: "cobblestone", min: 3 }, { item: "stick", min: 2 }], produces: ["stone_axe"] },
"craft.stone-pickaxe": { requires: [{ item: "cobblestone", min: 3 }, { item: "stick", min: 2 }], produces: ["stone_pickaxe"] },
"craft.stone-sword": { requires: [{ item: "cobblestone", min: 2 }, { item: "stick", min: 1 }], produces: ["stone_sword"] },
"craft.furnace": { requires: [{ item: "cobblestone", min: 8 }], produces: ["furnace"] },
"craft.chest": { requires: [{ item: "planks", min: 8 }], produces: ["chest"] },
"craft.torch": { requires: [{ item: "coal", min: 1 }, { item: "stick", min: 1 }], produces: ["torch"] },
"craft.bed": { requires: [{ item: "wool", min: 3 }, { item: "planks", min: 3 }], produces: ["bed"] },
"village.choose-base": { requires: [], produces: ["loc:base"] },
"village.build-shelter": { requires: [{ item: "planks", min: 1 }], produces: ["loc:shelter"] },
"village.place-chest": { requires: [{ item: "chest", min: 1 }], produces: ["loc:chest"] },
"farm.wheat": { requires: [], produces: [] },
});
function itemCount(inv, name) {
const g = GROUP[name];
return g ? totalMatching(inv, g) : (inv?.[name] ?? 0);
}
function hasTool(inv, kind) {
const t = TOOL[kind];
if (!t) return false;
return Object.keys(inv ?? {}).some((k) => t(k) && (inv[k] ?? 0) > 0);
}
// { ok, missing: [{ item|tool, min, have }] } for a skill given the world.
export function prerequisitesMet(skillId, world) {
const node = SKILL_GRAPH[skillId];
if (!node) return { ok: true, missing: [], known: false };
const inv = world?.inventory ?? {};
const missing = [];
for (const req of node.requires) {
if (req.tool) {
if (!hasTool(inv, req.tool)) missing.push({ tool: req.tool });
} else if (req.item) {
const have = itemCount(inv, req.item);
if (have < (req.min ?? 1)) missing.push({ item: req.item, min: req.min ?? 1, have });
}
}
return { ok: missing.length === 0, missing, known: true };
}
export function canRun(skillId, world) {
return prerequisitesMet(skillId, world).ok;
}
// All skills whose prerequisites currently hold (Plan4MC "frontier").
export function runnableFrontier(world) {
return Object.keys(SKILL_GRAPH).filter((id) => canRun(id, world));
}
export const _internal = { GROUP, TOOL, itemCount, hasTool, has };
+56
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@@ -0,0 +1,56 @@
import { test } from "node:test";
import assert from "node:assert/strict";
import { prerequisitesMet, canRun, runnableFrontier, _internal } from "./skill-graph.js";
function world(inv = {}) {
return { inventory: inv };
}
test("gather.logs needs nothing", () => {
assert.equal(canRun("gather.logs", world()), true);
});
test("gather.stone needs a pickaxe (any tier)", () => {
assert.equal(canRun("gather.stone", world({})), false);
assert.equal(canRun("gather.stone", world({ wooden_pickaxe: 1 })), true);
assert.equal(canRun("gather.stone", world({ stone_pickaxe: 1 })), true);
});
test("craft.planks needs a log (semantic group)", () => {
assert.equal(canRun("craft.planks", world({})), false);
assert.equal(canRun("craft.planks", world({ birch_log: 1 })), true);
assert.equal(canRun("craft.planks", world({ mangrove_stem: 2 })), true);
});
test("craft.furnace needs 8 cobblestone", () => {
assert.equal(canRun("craft.furnace", world({ cobblestone: 7 })), false);
assert.equal(canRun("craft.furnace", world({ cobblestone: 8 })), true);
assert.equal(canRun("craft.furnace", world({ cobbled_deepslate: 8 })), true);
});
test("prerequisitesMet reports the missing requirement detail", () => {
const r = prerequisitesMet("craft.wooden-pickaxe", world({ stick: 2 }));
assert.equal(r.ok, false);
assert.deepEqual(r.missing, [{ item: "planks", min: 3, have: 0 }]);
});
test("unknown skill is treated as runnable (known:false)", () => {
const r = prerequisitesMet("explore.far", world());
assert.equal(r.ok, true);
assert.equal(r.known, false);
});
test("axe matcher excludes pickaxe", () => {
assert.equal(_internal.TOOL.axe("wooden_axe"), true);
assert.equal(_internal.TOOL.axe("wooden_pickaxe"), false);
assert.equal(_internal.TOOL.pickaxe("stone_pickaxe"), true);
});
test("runnableFrontier grows as inventory fills", () => {
const empty = runnableFrontier(world());
const stocked = runnableFrontier(world({ oak_planks: 8, stick: 4, cobblestone: 8, wooden_pickaxe: 1 }));
assert.ok(stocked.length > empty.length);
assert.ok(stocked.includes("gather.stone"));
assert.ok(stocked.includes("craft.furnace"));
});
+11
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@@ -712,6 +712,14 @@ function curriculumReflex(ctx) {
} }
} }
// QW5 anti-loop: this skill failed ≥3× in 5 min → it's blacklisted. Skip
// and nudge toward exploration so we leave the situation that loops it.
if (ctx.antiLoop?.shouldSkip(skillId)) {
ctx.skillBackoff = ctx.skillBackoff ?? {};
ctx.skillBackoff["__wander_hint__"] = Date.now() + SKILL_BACKOFF_MS;
return { action: "noop", kind: "anti-loop-blacklisted", label: skillId };
}
// v0.2.0 — consult learned lessons. If a high-confidence lesson says // v0.2.0 — consult learned lessons. If a high-confidence lesson says
// "avoid <skillId> in this situation", swap to its preferred // "avoid <skillId> in this situation", swap to its preferred
// alternative (or back off entirely if no safe alternative is named). // alternative (or back off entirely if no safe alternative is named).
@@ -734,6 +742,9 @@ function curriculumReflex(ctx) {
ctx.dispatch(() => runSkill(dispatchSkillId, ctx, dispatchArgs), dispatchSkillId, { ctx.dispatch(() => runSkill(dispatchSkillId, ctx, dispatchArgs), dispatchSkillId, {
onComplete: (res) => { onComplete: (res) => {
ctx.skillBackoff = ctx.skillBackoff ?? {}; ctx.skillBackoff = ctx.skillBackoff ?? {};
// QW5 anti-loop bookkeeping: feed every outcome so repeated failures
// of the same skill get detected, blacklisted and ticketed.
ctx.antiLoop?.record({ skillId: dispatchSkillId, ok: !!res?.ok, code: res?.code ?? null });
if (advice.lessonId) reportAdviceOutcome({ lessonId: advice.lessonId, succeeded: !!res?.ok }); if (advice.lessonId) reportAdviceOutcome({ lessonId: advice.lessonId, succeeded: !!res?.ok });
if (appliedRecommendationId) { if (appliedRecommendationId) {
markRecommendationOutcome(appliedRecommendationId, { markRecommendationOutcome(appliedRecommendationId, {
+4 -2
View File
@@ -39,7 +39,7 @@ export const skill = Object.freeze({
async execute(ctx, args = {}) { async execute(ctx, args = {}) {
const hit = nearestHostile(ctx.bot, args); const hit = nearestHostile(ctx.bot, args);
if (!hit) return { ok: false, code: "no_hostile", detail: "no matching hostile after precondition", worldDelta: null }; if (!hit) return { ok: false, code: "no_hostile", detail: "no matching hostile after precondition", worldDelta: null };
const res = await fleeFrom(ctx.bot, hit.entity, args.distance ?? 16); const res = await fleeFrom(ctx.bot, hit.entity, args.distance ?? 16, { motion: ctx.motion, blindMs: args.blindMs });
if (res.ok) { if (res.ok) {
return { return {
ok: true, ok: true,
@@ -48,8 +48,10 @@ export const skill = Object.freeze({
worldDelta: { fledTo: res.detail?.to ?? null }, worldDelta: { fledTo: res.detail?.to ?? null },
}; };
} }
// Prefer the structured code from MotionService (stuck/timeout/nopath);
// fall back to string-sniffing the legacy path's message.
const msg = String(res.detail ?? ""); const msg = String(res.detail ?? "");
const code = msg.includes("timed out") ? "timeout" : "failed"; const code = res.code ?? (msg.includes("timed out") ? "timeout" : "failed");
return { ok: false, code, detail: res.detail, worldDelta: null }; return { ok: false, code, detail: res.detail, worldDelta: null };
}, },
recover(ctx, result) { recover(ctx, result) {
+62
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@@ -0,0 +1,62 @@
import { test } from "node:test";
import assert from "node:assert/strict";
import { skill } from "./flee.js";
function vec(x, y, z) {
return {
x, y, z,
clone() { return vec(x, y, z); },
distanceTo(o) { return Math.hypot(x - o.x, y - o.y, z - o.z); },
offset(dx, dy, dz) { return vec(x + dx, y + dy, z + dz); },
};
}
function fakeBot({ moveOnForward = 0 } = {}) {
const bot = {
entity: { position: vec(0, 64, 0), yaw: 0 },
entities: { z1: { name: "zombie", position: vec(2, 64, 0) } },
loadPlugin() {},
pathfinder: { goto: () => new Promise(() => {}), stop() {}, setMovements() {} },
setControlState(name, on) {
if (name === "forward" && on && moveOnForward) {
bot.entity.position = vec(moveOnForward, 64, 0);
}
},
async look() {},
};
return bot;
}
test("flee returns done when motion reaches the retreat point", async () => {
const bot = fakeBot();
const ctx = { bot, motion: { gotoSafe: async () => ({ ok: true, code: "reached", movedBlocks: 16 }) } };
const res = await skill.execute(ctx, {});
assert.equal(res.ok, true);
assert.equal(res.code, "done");
assert.ok(res.worldDelta.fledTo);
});
test("flee falls back to blind retreat and succeeds when it moves far enough", async () => {
const bot = fakeBot({ moveOnForward: 8 });
const ctx = { bot, motion: { gotoSafe: async () => ({ ok: false, code: "stuck", movedBlocks: 0 }) } };
const res = await skill.execute(ctx, { blindMs: 20 });
assert.equal(res.ok, true);
assert.equal(res.detail.mode, "blind-retreat");
});
test("flee surfaces the structured motion code when stuck and blind retreat fails", async () => {
const bot = fakeBot({ moveOnForward: 0 }); // never moves
const ctx = { bot, motion: { gotoSafe: async () => ({ ok: false, code: "stuck", movedBlocks: 0 }) } };
const res = await skill.execute(ctx, { blindMs: 20 });
assert.equal(res.ok, false);
assert.equal(res.code, "stuck");
});
test("flee precondition fails with no hostile", () => {
const bot = fakeBot();
bot.entities = {};
const pre = skill.preconditions({ bot }, {});
assert.equal(pre.ok, false);
assert.equal(pre.code, "no_hostile");
});
+43
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@@ -130,6 +130,18 @@ export const RUNNER_CODES = Object.freeze({
DONE: "done", DONE: "done",
}); });
// Signed inventory diff between two count Maps (from InventoryLedger.mark/
// snapshot). Used to attach the real world change to a skill result.
function invDiff(before, after) {
const out = {};
const names = new Set([...(before?.keys?.() ?? []), ...(after?.keys?.() ?? [])]);
for (const n of names) {
const d = (after?.get?.(n) ?? 0) - (before?.get?.(n) ?? 0);
if (d !== 0) out[n] = d;
}
return out;
}
function normaliseResult(res, fallbackCode) { function normaliseResult(res, fallbackCode) {
const ok = !!res?.ok; const ok = !!res?.ok;
return { return {
@@ -222,6 +234,12 @@ export async function runSkill(id, ctx, args = {}) {
return result; return result;
} }
// WorldDelta diff layer (research §TL;DR): snapshot the inventory before
// execute so we can attach the REAL inventory change to the result and,
// for skills that opt in via `expectGain`, assert the claimed gain actually
// happened instead of trusting the skill's own bookkeeping.
const ledgerBefore = ctx?.ledger?.mark?.() ?? null;
const timeoutMs = skill.timeoutMs ?? 30_000; const timeoutMs = skill.timeoutMs ?? 30_000;
let raw; let raw;
try { try {
@@ -277,6 +295,31 @@ export async function runSkill(id, ctx, args = {}) {
return failed; return failed;
} }
} }
// Closed loop: compare the inventory now vs the pre-execute baseline.
if (result.ok && ledgerBefore && ctx?.ledger) {
try { if (ctx.bot) ctx.ledger.update(ctx.bot); } catch {}
const observed = invDiff(ledgerBefore, ctx.ledger.snapshot());
if (Object.keys(observed).length > 0) {
result.worldDelta = { ...(result.worldDelta ?? {}), _invObserved: observed };
}
// Opt-in strict check: the world must show the claimed gain.
if (skill.expectGain) {
const gain = ctx.ledger.gainedSince(ledgerBefore, skill.expectGain.matcher);
if (gain < (skill.expectGain.min ?? 1)) {
const failed = {
ok: false,
code: "world_unchanged",
detail: `${id} reported ok but ${skill.expectGain.label ?? "expected items"} did not increase (gain ${gain})`,
worldDelta: result.worldDelta,
};
if (typeof skill.recover === "function") {
try { failed.recovery = skill.recover(ctx, failed) ?? null; } catch {}
}
return failed;
}
}
}
if (!result.ok && typeof skill.recover === "function") { if (!result.ok && typeof skill.recover === "function") {
try { try {
result.recovery = skill.recover(ctx, result) ?? null; result.recovery = skill.recover(ctx, result) ?? null;
+77
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@@ -0,0 +1,77 @@
import { test } from "node:test";
import assert from "node:assert/strict";
import { runSkill, _registerForTest } from "./index.js";
import { createInventoryLedger } from "../services/inventory-ledger.js";
function botWithMutableInv(initial) {
let inv = initial;
return {
bot: { inventory: { items: () => inv } },
set(next) { inv = next; },
};
}
test("expectGain passes and attaches the observed inventory delta", async () => {
const m = botWithMutableInv([{ name: "cobblestone", count: 0 }]);
const ledger = createInventoryLedger();
ledger.update(m.bot);
const teardown = _registerForTest({
id: "test.mine-ok",
title: "t", timeoutMs: 1000,
preconditions: () => ({ ok: true }),
execute: async () => { m.set([{ name: "cobblestone", count: 5 }]); return { ok: true, code: "done", worldDelta: {} }; },
expectGain: { matcher: "cobblestone", min: 1, label: "cobblestone" },
});
const res = await runSkill("test.mine-ok", { bot: m.bot, ledger });
teardown();
assert.equal(res.ok, true);
assert.equal(res.worldDelta._invObserved.cobblestone, 5);
});
test("expectGain fails with world_unchanged when the world did not move", async () => {
const m = botWithMutableInv([{ name: "cobblestone", count: 0 }]);
const ledger = createInventoryLedger();
ledger.update(m.bot);
const teardown = _registerForTest({
id: "test.mine-liar",
title: "t", timeoutMs: 1000,
preconditions: () => ({ ok: true }),
execute: async () => ({ ok: true, code: "done", worldDelta: {} }), // claims ok, gains nothing
expectGain: { matcher: "cobblestone", min: 1, label: "cobblestone" },
});
const res = await runSkill("test.mine-liar", { bot: m.bot, ledger });
teardown();
assert.equal(res.ok, false);
assert.equal(res.code, "world_unchanged");
});
test("no ledger in ctx → no validation, skill passes untouched", async () => {
const teardown = _registerForTest({
id: "test.no-ledger",
title: "t", timeoutMs: 1000,
preconditions: () => ({ ok: true }),
execute: async () => ({ ok: true, code: "done", worldDelta: { foo: 1 } }),
expectGain: { matcher: "diamond", min: 1 },
});
const res = await runSkill("test.no-ledger", { bot: { inventory: { items: () => [] } } });
teardown();
assert.equal(res.ok, true);
assert.equal(res.worldDelta.foo, 1);
});
test("observed delta is attached even without expectGain", async () => {
const m = botWithMutableInv([{ name: "oak_log", count: 2 }]);
const ledger = createInventoryLedger();
ledger.update(m.bot);
const teardown = _registerForTest({
id: "test.observe-only",
title: "t", timeoutMs: 1000,
preconditions: () => ({ ok: true }),
execute: async () => { m.set([{ name: "oak_log", count: 6 }]); return { ok: true, code: "done", worldDelta: null }; },
});
const res = await runSkill("test.observe-only", { bot: m.bot, ledger });
teardown();
assert.equal(res.ok, true);
assert.equal(res.worldDelta._invObserved.oak_log, 4);
});