feat(runtime): scheduler-via-runSkill + Pi banter escalation + base-site (follow-ups) (#20)
Three closures of remaining PRD follow-ups, one merge:
1. Reflex scheduler now drives behaviour from the curriculum.
- reflex.js: replaced ad-hoc techTreeReflex + autonomousReflex with
curriculumReflex that dispatches the skill suggested by
snapshot.curriculum.plan via runSkill. Per-skill backoff for
missing_tool / missing_material / no_target / no_food_source /
unsupported_version. recover() hint with `{hint:"wander"}` swaps
the next tick to wander for 60 s.
- Chain is now: defend > eat > sleep > curriculum > idle.
- reflex.test.js: 11 new tests covering busy/disconnected,
defend/eat preemption, dispatch by id, unknown-skill fallback,
per-skill + wander-hint backoffs, onComplete updating backoff.
2. Pi escalation for ADDRESSED_BANTER with hard rate limit.
- bot.js: when generateReply returns {escalate:true}, spawn askPi
with bot state + last 5 lines from that speaker (redacted via
chatMemory). Reply capped at 200 chars, sent as one chat line.
- Rate cap: 6 calls/hour, 90 s min gap. Suppressed escalations
log once and silently drop.
3. Phase 4 substrate.
- runtime/locations.js: atomic JSON store
(state/<host>/locations.json) with setLocation / getLocation /
nearestLocation / removeLocation; 6 tests.
- runtime/base-site.js: scoreCurrentPosition(bot) + pure scoreSite
bundle (wood / stone / water / flatness / no-players /
no-foreign-builds, owned-blocks excluded from claim penalty);
6 tests.
- runtime/skills/choose-base.js: village.choose-base skill — scores
the current spot, writes locations.base if score ≥ 8, otherwise
returns code:"too_weak" with a wander recover hint.
- curriculum.js: new final milestone village.base-site fires
village.choose-base until a base location exists.
- bot.js: stamps snapshot.locations from listLocations() each tick
so the curriculum can read it without coupling to disk.
docs/runtime.md updated with three new sections.
npm test now 116/116.
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit was merged in pull request #20.
This commit is contained in:
@@ -246,6 +246,56 @@ in-process. The package is **not** a default dep — install it explicitly
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(`npm i prismarine-viewer`) before enabling. If missing, the runtime
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logs a warning and continues.
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### Scheduler driven by the curriculum (2026-05-26)
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The reflex chain is now: `defend → eat → sleep → curriculum → idle`.
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`curriculumReflex` reads `snapshot.curriculum.plan.skillId` (populated
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by `runtime/curriculum.js` each tick) and dispatches it via
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`runSkill(skillId, ctx)`. Recovery hints flow back through
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`ctx.skillBackoff`:
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- If the skill's `recover()` returns `{ hint: "wander" }` (e.g.
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`gather.logs` returns `code: "no_target"` because there's no tree
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within 32m), the curriculum reflex swaps to `wander` for ~60 s.
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- If the result code is `missing_tool` / `missing_material` /
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`no_target` / `no_food_source` / `unsupported_version`, that
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specific skill backs off for 60 s instead of retrying every tick.
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- Unknown `skillId` (curriculum suggested something that isn't
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registered yet) falls through to `wander` — useful while we wire
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future skills like `village.build-shelter`.
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The old `techTreeReflex` and `autonomousReflex` were removed — the
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curriculum + craft skills cover their territory, and unit tests in
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`runtime/reflex.test.js` exercise the new dispatch paths.
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### Chat banter escalation to Pi (2026-05-26)
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When `social/intent.js` classifies an inbound line as
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`ADDRESSED_BANTER` and templates can't answer, `bot.js` spawns a
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one-shot `askPi` with the bot's runtime state + the last 5 lines from
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that speaker (redacted via `chatMemory`). The reply is capped at 200
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chars and sent as a single chat line.
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Hard rate limit so banter can't drain the LLM budget:
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**6 calls per hour, minimum 90 s between calls.** Suppressed escalations log
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once and silently drop.
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### Base-site scoring + locations (2026-05-26)
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- **`runtime/locations.js`** — atomic JSON store at
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`state/<host>/locations.json`. `setLocation(name, {x,y,z,…})`,
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`getLocation(name)`, `nearestLocation({x,z})`.
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- **`runtime/base-site.js`** — `scoreCurrentPosition(bot)` returns
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`{score, reasons, position}` based on wood/stone/water proximity,
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surface flatness, distance to other players and absence of foreign
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builds (man-made blocks not in the owned-blocks ledger).
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- **`runtime/skills/choose-base.js`** — `village.choose-base` scores
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the current spot; if `score ≥ 8` it writes `locations.base`,
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otherwise emits `code: "too_weak"` with a `wander` recover hint.
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- The curriculum has a new final milestone `village.base-site` that
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fires `village.choose-base` until a base is established.
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### Compatibility hardening (Phase 7)
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Several modules now guard against the live regressions PRD §7 Phase 7
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