feat(runtime): persistent memory — world-journal + scenario-memory
Closes a structural gap: the bot now actually REMEMBERS what it
discovered and what it tried. Two stores live under state/<host>/ and
are wired in automatically.
runtime/world-journal.js
- Append-only JSONL of discovered points (chopped, placed, base,
shelter, farm, dead_end). Indexed by 16-block spatial grid; O(neighbors)
nearest() lookups; 6 h age prune; 10k line ceiling with trim.
- leanestQuadrant({x,z}) reports the quadrant the bot has the FEWEST
markers in — used by explore.far to circle rather than retread.
- summary() exposed for the stuck-incident proposal body.
runtime/scenario-memory.js
- Sliding window of (skillId, situationHash, code, ok, detail) tuples.
- situationHash() is a coarse fingerprint (16x8x16 cell + day/night +
food/hp bucket + inv key set + closest hostile). So "same kind of
place + same kind of state" matches.
- shouldSkip({skillId, situation}) → true after ≥3 failures within 30
min UNLESS a more-recent success in the same situation un-locks it.
- recentTailFor() exposed for the stuck-incident body.
Wiring (runtime/bot.js):
- dispatchAction captures situationHash BEFORE the action runs and
records (skillId, situation, code, ok) after — failures are attributed
to the dispatch-time state, not the partial-effect state.
- worldDelta fields (choppedAt, minedAt, placedAt, baseAt, shelterAt,
plantedAt, harvestedAt, tilledAt) auto-flow into the journal.
- no_target + silent_dig_failure also write dead_end markers.
Scheduler / skills now consume memory:
- reflex.js curriculum reflex calls memory.shouldSkip — if the same
(skill, situation) failed 3+ times recently, auto-converts to a
wander hint so the bot leaves and tries elsewhere.
- explore.far calls journal.leanestQuadrant when multiple cardinal
directions are walkable and prefers the less-explored one.
- gather.logs walks to the nearest known "chopped" bucket within 96
blocks before falling through to findBlock — chunks with confirmed
trees are more likely to yield another.
stuck-incident body now includes journal byKind + last 12 scenario
entries so Pi can write a structural fix, not just a guard clause.
Architecturally: this is the foundation for "bot rewrites itself".
The proposals Pi now receives carry real signal about what was tried
and what's around, instead of a single snapshot in isolation.
10 new tests (world-journal × 5, scenario-memory × 5). npm test 134/134.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -3,8 +3,27 @@
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// while exposing the survival-skill contract (preconditions, timeout,
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// structured worldDelta, recovery hint).
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import pathfinderPkg from "mineflayer-pathfinder";
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const { pathfinder, goals } = pathfinderPkg;
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import { chopNearestTree } from "../actions.js";
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import { logs as logBlocks } from "./groups.js";
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import { info } from "../log.js";
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let pluginLoaded = new WeakSet();
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function ensurePathfinder(bot) {
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if (pluginLoaded.has(bot)) return;
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bot.loadPlugin(pathfinder);
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pluginLoaded.add(bot);
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}
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function withTimeout(promise, ms, label) {
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let timer;
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const timeout = new Promise((_, reject) => {
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timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms);
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});
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return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
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}
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export const skill = Object.freeze({
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id: "gather.logs",
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@@ -19,6 +38,28 @@ export const skill = Object.freeze({
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return { ok: true };
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},
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async execute(ctx) {
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// Journal-aware approach: if we previously chopped a tree (or saw a
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// tree marker) within 96 blocks, walk to that bucket first — the
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// chunk has been confirmed to contain trees, so the next chop is
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// likely to succeed there even if findBlock at the current position
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// returned nothing.
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const bot = ctx.bot;
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const here = bot.entity?.position;
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if (here && ctx?.journal?.nearest) {
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const near = ctx.journal.nearest({ kind: "chopped", x: here.x, z: here.z, radius: 96, limit: 1 });
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if (near.length && near[0].distance > 8) {
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ensurePathfinder(bot);
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const t = near[0].at;
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info("action", `gather.logs: journal hint → walk to known tree area ${t.x},${t.y},${t.z} (${near[0].distance.toFixed(0)}m)`);
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try {
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await withTimeout(
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bot.pathfinder.goto(new goals.GoalNear(t.x, t.y, t.z, 6)),
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25_000,
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"gotoTreeArea",
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);
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} catch {} // ignore, fall through to chop attempt
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}
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}
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const res = await chopNearestTree(ctx.bot);
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if (res.ok) {
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return {
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@@ -69,7 +69,23 @@ export const skill = Object.freeze({
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// gives us a free-direction signal cheaply.
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const dist = Math.max(24, args.distance ?? 48);
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const trials = await probeCardinalStep(bot, 800);
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const best = trials.reduce((b, t) => (t.dist > b.dist ? t : b), { dist: 0, yaw: 0, name: "?" });
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const movable = trials.filter((t) => t.dist > 0.5);
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// Journal-aware: if more than one direction is walkable, prefer the
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// one in the LEANEST quadrant (least amount of stuff we've already
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// catalogued, including dead_end markers — so we don't loop the same
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// area). Falls back to "best by distance" when only one direction
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// works or journal is empty.
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let best = trials.reduce((b, t) => (t.dist > b.dist ? t : b), { dist: 0, yaw: 0, name: "?" });
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if (movable.length > 1 && ctx?.journal?.leanestQuadrant) {
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const here = bot.entity.position;
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const { best: leanest } = ctx.journal.leanestQuadrant({ x: here.x, z: here.z, radius: 96 });
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const QUAD_TO_CARDINAL = { NE: "N", SE: "E", SW: "S", NW: "W" };
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const preferredName = QUAD_TO_CARDINAL[leanest];
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const preferred = movable.find((t) => t.name === preferredName);
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if (preferred) best = preferred;
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info("action", `explore.far: journal says leanest quadrant=${leanest} → prefer ${preferredName}`);
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}
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info("action", `explore.far: cardinal probe trials=${trials.map((t) => `${t.name}:${t.dist.toFixed(1)}`).join(" ")} best=${best.name}`);
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if (best.dist < 0.5) {
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