26 Commits
Author SHA1 Message Date
85f7ad90c8 docs: dev/v0.2.0/STATUS.md as session-continuation context (#23)
Single source of truth for the v0.2.0 iteration:
- what shipped per rc (rc.1/rc.2/rc.3), with links to PRs/commits
- live DB snapshot from 2026-05-27 ~15:30
- 7 known issues / followups ranked by impact (rc.4 candidates)
- quick-start checklist for the next session

Also:
- docs/v0.2.0-self-learning.md: phase checklist updated to reflect
  shipped state and points at dev/v0.2.0/STATUS.md for live data
- README status bullet refreshed with rc.1/2/3 summary

Folder convention: dev/v<version>/ for per-version development notes.
Anything still in flight or candidate for the next iteration lives
here; design docs that pre-date the iteration stay in docs/.

Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 19:37:33 +03:00
mayatnikovandClaude Opus 4.7 fe6961e5f7 v0.2.0-rc.1: design doc + version bump + better-sqlite3 dep
Major iteration: self-learning agent with knowledge base, post-mortem
coach, and persona narration. See docs/v0.2.0-self-learning.md for the
full design. This commit only adds the scaffolding (design + deps);
subsequent commits add the modules.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 13:06:54 +03:00
mayatnikovandClaude Opus 4.7 86e5294bb8 chore: snapshot pre-v0.2.0 WIP (pathfinder/reflex/metrics/skills improvements)
Baseline for the v0.2.0 self-learning iteration. All 205 tests pass on this
state. Subsequent commits in this branch layer the knowledge base,
post-mortem coach, and persona narration on top.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 13:05:12 +03:00
mayatnikovandClaude Opus 4.7 d960db4819 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>
2026-05-26 12:20:03 +03:00
ea4f16a0da 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>
2026-05-26 10:46:14 +03:00
d2e52a1b79 feat(runtime): compatibility hardening (Phase 7) (#18)
Phase 7 of plans/autonomous-survival-bot-prd.md. Five small modules
that close the recurring "shared state" and "version-pinned list"
failure modes the PRD flags in §7 and §5.4.

New:
- runtime/movement-profiles.js: named profiles (GATHER, TRAVEL, FLEE,
  BUILD, RETURN_TO_BASE) as pure descriptors via PROFILE_DEFAULTS,
  plus applyProfile(profile, bot) that hands a fresh Movements to
  pathfinder. Avoids the "flee left canDig=false on the shared
  Movements, next chop got stuck in canopy" regression.
- runtime/owned-blocks.js: JSONL ledger of blocks this bot placed/
  removed (state/<host>/owned-blocks.jsonl); isOwned({x,y,z}) for
  O(1) lookups; ensureDir() makes the parent dir lazily.
- runtime/claim-avoidance.js: classifyArea({blocks, isOwned}) returns
  player_build / natural_or_owned / insufficient_data based on
  man-made block density vs ownership ratio; shouldAvoid(area) helper.
  Designed for gather/place skills to call before touching contested
  area.
- runtime/skills/compat.test.js: runs runtime/skills/groups.js against
  real minecraft-data registries for 1.18.2, 1.20.4, 1.21.5; spot-
  checks that pale_oak_log only appears on 1.21+ etc.
- runtime/compat.test.js: 10 tests covering movement descriptors,
  isManMadeBlockName, classifyArea, owned-blocks markPlaced/dedup/
  isOwned/markRemoved.

npm test now 79/79.

Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 22:39:38 +03:00
c7eab06f22 feat(runtime): stuck-incident detector + skill metrics + edit scope (Phase 6) (#17)
Phase 6 of plans/autonomous-survival-bot-prd.md. Expand the
self-improvement loop so the bot can spot and report no-progress
stagnation, not just exception-class failures.

New:
- runtime/stuck-incident.js: detector fires a structured proposal when
  the same noProgressReason persists past 5 min (cooldown 30 min).
  Body includes runtimeState, milestone, suggested skill, slim
  snapshot, last action result, per-skill success/failure metrics
  and a forbidden-paths list. Pure module — caller (bot.js) writes
  the proposal.
- runtime/skill-metrics.js: in-memory per-skill ok/fail counters
  surfaced on snapshot.skillMetrics for the TUI and the incident
  body.
- runtime/stuck-incident.test.js: 6 tests covering null reason,
  threshold gating, cooldown, reason change resetting the timer,
  body composition and metrics snapshot.

Wiring:
- runtime/state-store.js: writeProposal accepts {editScope: string[]}
  and persists it in the frontmatter; readProposalEditScope() reads
  it back so future auto-patch.js can refuse cherry-picks that touch
  other areas.
- runtime/bot.js: tick() invokes the stuck detector each tick,
  records skill ok/fail via skillMetrics, stamps snapshot.skillMetrics
  and writes the stuck proposal via writeProposal({editScope}).
  dispatchAction now records into skillMetrics for both the
  resolved-result and the exception path.

npm test now 46/46.

Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 22:35:01 +03:00
fc62160524 feat(runtime): social layer — intent / templates / chat memory (Phase 5) (#16)
Phase 5 of plans/autonomous-survival-bot-prd.md. Make the bot feel
present in chat without ever becoming a command executor.

New: runtime/social/
- intent.js: classifyIntent({text, botName}) returns one of GREETING /
  STATUS_QUESTION / ADDRESSED_BANTER / COMMAND_LIKE / UNSAFE_REQUEST /
  AMBIENT. Unicode-aware word boundaries so cyrillic + latin both work
  ("Привет всем" → GREETING, "build me a tower" → AMBIENT unless
  addressed).
- reply.js: generateReply({intent, speaker, snapshot, diaryTail}) →
  short templated response, or {send: null, escalate: true} for the
  caller to decide whether to spend Pi tokens.
- memory.js: createChatMemory() — per-speaker LRU buffer of recent
  lines; redacts password / api_key / JWT-shaped tokens at append
  time, so the buffer can be safely fed back into any future prompt.
- social.test.js: 12 tests (intent edges, memory eviction, redaction,
  reply routing). npm test now 40/40.

state-store.js additions:
- readDiaryTail(n) — reads the last N lines of today's diary; used by
  status replies.
- writeEscalation({from, request, whyUnsure, wouldHave}) /
  listEscalations() — JSONL log under state/<host>/escalations.jsonl
  for UNSAFE_REQUEST classifications and future operator review.

bot.js: handleChat() now routes through social/intent + social/reply
(replacing the Phase-0 inline regexes), records every line into
chatMemory, and writes an escalation when classifyIntent returns
UNSAFE_REQUEST. Command-like notice + dialog-only behaviour from
Phase 0 are preserved.

Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 22:30:48 +03:00
ae7b4d89cb feat(runtime): early-game survival curriculum + stone/craft skills (Phase 3) (#15)
Phase 3 of plans/autonomous-survival-bot-prd.md. Gives the bot a
deterministic path from empty inventory through stone-tier tools and
basic storage, without an LLM call per tick.

New:
- runtime/curriculum.js: ordered milestone chooser
  (wood.16 → wood.planks-and-sticks → wood.tools → stone.32 →
   stone.tools → food.basic → storage.chest → shelter.torch). Each
  milestone exposes isDone(inventory, snapshot) and suggest() returning
  a { skillId } plan the scheduler can dispatch via runSkill. isDone
  uses "stage reached" escapes so progress is monotonic — crafting
  planks doesn't bounce the chooser back to "gather 16 logs".
- runtime/skills/gather-stone.js: gather.stone with pickaxe-required
  precondition, blacklist on failed paths, registry-aware matching
  (stone / cobblestone / deepslate / cobbled_deepslate / andesite /
  diorite / granite).
- runtime/skills/craft.js: factory + concrete skills for craft.planks,
  craft.sticks, craft.wooden-axe/-pickaxe/-sword, craft.stone-axe/
  -pickaxe/-sword, craft.furnace, craft.chest, craft.torch (torch
  requires coal or charcoal preflight).

Tests:
- runtime/curriculum.test.js: 14 tests covering chooser ordering,
  per-milestone skill suggestion, inventoryFull threshold, monotonic
  advancement across stage transitions.
- npm test now runs the full suite: 28/28 passing.

Wiring:
- runtime/bot.js: lastSnapshot.curriculum carries the next milestone
  + suggested skill on every tick; lastSnapshot.currentMilestone
  prefers the curriculum title over the planner.md line.
- tui/tui.tsx: milestone line shows the curriculum's suggested skill
  and an [inventory full] flag when isInventoryFull fires.

Reflex.js still calls actions.js directly; wiring the scheduler to
runSkill(plan.skillId, …) lands in Phase 4.

Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 22:23:33 +03:00
4b7541435d feat(runtime): skill substrate + dynamic groups + reference skills (Phase 2) (#14)
Phase 2 of plans/autonomous-survival-bot-prd.md. Establishes the
composable skill contract from PRD §5.2 and ports three reference
skills so future phases can layer survival behaviour on top instead of
adding more ad-hoc branches to reflex.js.

New: runtime/skills/
- index.js: skill registry + runSkill(id, ctx, args) wrapper. Enforces
  preconditions, hard timeout, normalises {ok, code, detail, worldDelta}
  on every result, runs validate() and calls recover() on failure.
  Stable failure codes live in RUNNER_CODES (unknown_skill,
  precondition_failed, timeout, threw, validation_failed, done).
- groups.js: registry-derived item/block sets — logs/planks/sticks/beds
  derived by suffix; foods intersects a curated allowlist with the live
  bot.registry; axes/pickaxes/swords scoped to whatever the connected
  server's item table actually ships. Empty set instead of throwing on
  missing registry, so skills can emit code:"unsupported_version".
- chop-logs.js: gather.logs reference skill (wraps chopNearestTree).
- eat.js: survive.eat (wraps eatBestFood, preconditions check carrying
  edible food from the registry-derived set).
- wander.js: explore.wander (wraps wander).
- contract.test.js + groups.test.js: 14 tests covering precondition
  gating, timeout firing recover(), execute exceptions, validate
  flipping ok→false, dynamic group filtering across mock registries.

package.json: `npm test` runs the new contract + groups suites.
docs/runtime.md: documents the skill contract, runner, dynamic groups
and the reference skills.

Reflex.js still calls actions.js directly — wiring the scheduler to
runSkill() lands in later phases when the survival curriculum kicks in.

Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 22:15:57 +03:00
f301529f42 feat(runtime): observability + no-progress detector (Phase 1) (#13)
Phase 1 of plans/autonomous-survival-bot-prd.md. The bot must always be
able to answer "what am I doing and why am I not doing more?" without
parsing the log stream.

New modules:
- runtime/state.js: pure FSM classifier emitting emergency / working /
  recovering / planning / social / idle from snapshot + reflex context.
- runtime/no-progress.js: sliding-window detector that watches position
  and inventory; when both are unchanged for 60 s+, emits one stable
  reason code from REASONS (waiting_for_day, night_hostile_nearby,
  no_food_source, inventory_full, no_reachable_target, planner_empty,
  awaiting_action_cooldown).
- runtime/viewer.js: optional prismarine-viewer launcher behind
  VIEWER_PORT. Lazy import so the dep is not required by default.

Wiring:
- runtime/bot.js: tick() now computes runtimeState + noProgressReason
  every tick and stamps them on the snapshot along with activeSkill,
  currentMilestone (read from plan.md, cached 30 s), lastResult,
  failuresByCode and lastEscalation.
- runtime/bot.js: dispatchAction records lastResult and lastFailureAt
  for the recovering-state classifier.
- runtime/planner.js: exports isPlannerBusy(), readNextMilestone()
  and planExists() so the runtime can show planning state + current
  milestone without spawning extra Pi calls.
- runtime/config.js: adds VIEWER_PORT support.

TUI:
- tui/tui.tsx: StatusBar gains a state badge, current-skill row,
  milestone row, no-progress reason warning, last-result line with
  ok/fail color, failures-by-class summary and last-escalation age.

Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 22:11:13 +03:00
3310cb320f feat(runtime): survival-bot pivot — MC chat is dialog-only (Phase 0) (#12)
Phase 0 of plans/autonomous-survival-bot-prd.md: change the product
direction from operator-driven remote control to autonomous survival
resident. MC chat is dialog-only for everyone, including
OPERATOR_USERNAMES — commands like come/follow/build/pause/stop are
recorded in the diary but not dispatched. TUI remains the only local
control plane.

Runtime changes:
- Remove operatorGoalReflex from reflex.js (the come-here chat command).
- Replace handleOperatorChat in bot.js with a dialog-only handleChat
  that answers greetings/status questions and records command-like
  verbs (en+ru) without dispatching them.
- Default MC_VERSION to "auto" in runtime/config.js; mineflayer
  receives `false` to trigger version auto-detection.
- Update auto-escalation prompt's reflex chain summary.

Docs:
- AGENTS.md: product pivot notice up top; chat-driven scope-trust is
  flagged as legacy/Pi-only.
- README.md / docs/runtime.md: replace operator-chat command list with
  dialog-only description; update reflex chain summary.
- docs/roadmap.md: Phase 2/3 marked superseded by the PRD where they
  assumed chat-driven control.

Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 22:01:26 +03:00
7797dd3d5a feat(runtime): fully autonomous self-healing — no operator approval (#10)
Operator feedback: "бот должен быть полностью автономным — сам себя
улучшать и чинить, в этом и есть смысл; все что я вижу пока что он
стоит на месте и кидает proposals на каждый чих — это кардинально не
то что я хочу". Acted on:

1. Trigger filter — proposals only on real bugs.

   runtime/bot.js classifies failure detail into bug / timeout /
   feature-gap / other. The 5-in-a-row trigger fires only when the run
   contains a bug (TypeError / Cannot read / is not defined …) OR is
   entirely timeouts on the same operation. Feature gaps like "no
   reachable log within 32 blocks", "no food in inventory", "no bed in
   range", "no target in reach" are SKIPPED — the reflex layer routes
   around them (noTreesUntil → wander, etc). The LLM has no business
   patching code for missing inventory.

   Threshold raised 3 → 5 in a row. Cooldown unchanged (30 min).

2. Auto-apply, no operator-in-the-loop.

   New runtime/auto-improve.js polls proposals/ every 2s. When it sees
   a new .md and 10s have passed since first sighting (debounce),
   spawns scripts/auto-patch.js detached.

   New scripts/auto-patch.js: refuses on dirty tree, moves proposal
   pending → approved/, branches `auto/<slug>` off main, runs `pi -p`
   with 10-min timeout. If Pi committed AND every changed file is
   under runtime/ → cherry-picks onto main. Otherwise discards the
   branch. No push, no PR. Audit trail in state/<host>/proposals/approved/.

   Rate limit: 15-min cooldown between finished runs + 4/hour hard cap.

3. Auto-rollback on bad patches.

   runtime/supervisor.js: when MAX_RESTARTS_PER_MINUTE is exceeded
   AND `git log -1 HEAD` is younger than 15 min AND HEAD touched
   runtime/, runs `git reset --hard HEAD~1`. Up to MAX_ROLLBACKS=3
   lifetime, then exits 1 for manual investigation. Restart counters
   are reset after a successful rollback so the next attempt isn't
   immediately killed.

4. current-task.json slim.

   No longer stores the full perception snapshot (was ~3 KB per write
   × every action). Position only — sufficient as a resume anchor.
   Slim snapshot still goes into the proposal markdown for context.

docs/runtime.md — rewrote the self-improvement section: full flow
diagram, classification rules, all rate-limit knobs, manual escape
hatches kept but documented as rarely-needed.

Also cleared 5 stale proposals from previous smoke tests so the first
production run isn't burning Pi tokens on stale bugs that have since
been fixed.

Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 16:56:02 +03:00
445524b34d docs(runtime): reflect live reflex bodies + operator chat + self-improvement loop (#7)
Updates docs/runtime.md and README.md to match what's actually shipped:
  - reflex chain priorities and what each body now dispatches
  - operator chat command list (status, come, pause, resume, stop)
  - automatic + manual Pi escalation paths and the no-code-change rule
  - the full self-improvement loop end-to-end (detector → TUI approval
    → propose:apply → supervisor restart) with the rationale for the
    manual propose:apply step
  - new state files layout (proposals/, proposals/approved/, etc.)
  - supervisor.js + bot:bare script flags

No code changes.

Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 16:22:38 +03:00
1e3b36a9a1 feat(runtime): hybrid script reflex + Ink TUI + Pi-on-demand escalation (#4)
* fix(mindcraft-skills): hard timeout on every skill call

mc_avoid_enemies (and 7 other tools) wrapped only in safeCall without a
withTimeout. When mindcraft's underlying pathfinder/pvp goal couldn't be
satisfied, the call never resolved — the Pi tick loop blocked forever.
Observed live: mc_avoid_enemies pending >10 minutes after one mc_observe.

safeCall now takes timeoutMs (default 30s) and wraps withTimeout itself,
so every tool gets a hard ceiling. Per-tool overrides:
  - goToPosition / goToNearestBlock: 120s / 90s (unchanged from before)
  - defendSelf / avoidEnemies: 45s
  - stay: secs*1000 + 10s
  - craft / consume / pickup / place: 30s
  - equip: 15s
collectBlock still uses its bespoke per-iter 75s loop.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(runtime): script-driven reflex daemon + Ink TUI dashboard

Pure-Pi runtime had three failure modes in practice:
  - slow: 20-60s per decision because LLM was in the hot path
  - expensive: every tick (defend, eat, idle) paid for a reasoning pass
  - invisible: required tmux capture-pane to know what the bot was doing

New runtime/ layer is a long-running Node daemon that owns the MC
connection, ticks a priority-ordered reflex chain (defend > eat > sleep
> idle) with NO LLM in the hot path, and exposes status + commands over
a Unix-socket IPC. tui/ is an Ink dashboard that attaches over IPC and
can detach freely — multiple TUI clients can connect at once.

Pi/Codex are still available, but as on-demand escalation: TUI hotkey
'a' spawns `pi -p "<prompt>"` as a subprocess and streams stdout into
the dashboard. The self-improvement loop (proposals → operator approval
→ Pi-driven patch → hot reload) is documented in docs/runtime.md but
not yet wired.

Reflex bodies are stubs today — they log decisions but don't drive
Mineflayer actions yet. The priority chain, IPC contract, and TUI are
fully working; subsequent commits will fill in defend/eat/sleep bodies
and wire automatic escalation.

Run with `npm run bot` + `npm run tui`. Pi-only fallback stays at
`npm run agent`.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 16:04:48 +03:00
mayatnikov b98aa94326 docs: add minecraft recipe index 2026-05-25 13:02:11 +03:00
mayatnikov 8930dbc90a docs: add minecraft mechanics reference 2026-05-25 13:02:06 +03:00
mayatnikov 7183ab9440 docs: add mineflayer API cheatsheet 2026-05-25 12:58:25 +03:00
mayatnikov 0bb233eab3 docs: add mineflayer plugin roster 2026-05-25 12:57:58 +03:00
mayatnikov b778eaa2fb pre codex 2026-05-25 12:51:14 +03:00
mayatnikovandClaude Opus 4.7 6ed45a00d5 feat(autonomy): memory model + long-term goal + bias-to-action + live-your-life prompt
Three things that together turn the bot from a reactive chat agent into
a goal-driven autonomous one.

1. Memory model (docs/memory-model.md, new). Formal split:
   - SHARED knowledge — skills/, extensions/, prompts/, docs/,
     .pi/settings.json — committed, community-improvable, portable to any
     server.
   - PERSONAL memory — state/<MC_HOST>/ — gitignored, per-instance, per-
     server. Survives restarts (local disk), doesn't survive a re-clone
     (deliberately). Holds goal.md, plan.md, current-task.json,
     locations.json, diary/, inventory-log.jsonl, escalations.
   Covers resume-after-restart protocol, what "abstract a lesson into a
   skill" means, and the two anti-patterns (committing state, gitignoring
   shared knowledge).

2. AGENTS.md changes:
   - New section "Long-term goal and personal memory" wiring AGENTS.md
     directly into state/<MC_HOST>/goal.md + current-task.json with a
     pointer to docs/memory-model.md.
   - Operating principle #4 ("I'll try to learn") rewritten with
     **bias to action**: a pending stub is now a last resort, not a
     default. Operator-trusted requests are themselves approval — bot
     does not write a stub and wait for a separate "go".
     Rationale: today's pyramid task got stuck because the bot wrote
     a careful "pending" stub and waited; the operator had to send
     "ты ждешь одобрения? можешь стартовать!" before any action. That
     extra round-trip is the reflex this rewrite removes.
   - Operating principle #5 ("live your best life when idle") expanded
     to "goal-driven autonomy" with an explicit 5-level priority order
     (operator task > non-op reply > resume current-task.json > next
     plan milestone > decompose goal). Memory protocol made concrete:
     write current-task.json before every meaningful action, append to
     diary, keep locations.json fresh, tick off plan.md.

3. prompts/live-your-life.md (new). Canonical kickoff to switch the
   bot into autonomous mode. Numbered concrete asks (re-read three
   docs, write plan.md, implement memory protocol, implement
   resume-on-restart, start). Includes a "plan.md draft for review"
   gate so the operator can shape direction without micromanaging
   execution. Designed to be sent after Phase 0/1/operator-trust are
   stable and a goal.md exists for the target server.

Companion seed (local-only, NOT in this commit because gitignored):
state/play.xmatic.team_25565/goal.md — "build a small village and
survive long-term, live like a farmer". Lives only on the operator's
machine; a fresh clone won't see it.

README and roadmap updated with the new Phase 3 status (🌱🌿
kickoff) and pointers to the new memory-model doc.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 12:21:25 +03:00
mayatnikov ce41bf6be6 Add live presence and escalation loop 2026-05-25 11:21:47 +03:00
mayatnikovandClaude Opus 4.7 c03283c43c feat(roadmap): phased plan + operating principles + presence prompt
Phase 0 (body) is done. The next steps shouldn't be guessed prompt-by-prompt —
write down the order, the judgement principles, and the next concrete
session prompt, so the bot has a coherent direction and the human can
hand it off in one message.

- docs/roadmap.md (new): six phases, each with status, scope, and stretch.
  Phase 0 = 🌳 done, Phase 1 = 🌿 in progress, the rest = 🌱.
  Explicit non-goals (no PvP, no OP, no cross-server identity).
- AGENTS.md: First-objective section collapsed to a pointer at the
  onboarding skill (it's been done). New "What to do, in priority order"
  summary citing the roadmap. New top-level "Operating principles"
  section: presence, bounded reconnect, hold focus, "I'll try to learn"
  reflex, idle = best-life mode, escalate destructive doubt with a
  JSONL log under state/<host>/escalations.jsonl.
- prompts/awake-and-live.md (new): canonical kickoff prompt for the
  next session. Scopes itself explicitly to phases 1+5+6 and excludes
  locomotion (phase 2 needs care, separate session).
- README Status: 🌳 Phase 0 done / 🌱 Phase 1 in progress, links to
  roadmap and operating principles.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 11:09:05 +03:00
mayatnikovandClaude Opus 4.7 602134671e refactor: drop OPERATOR_USERNAME, separate control vs comms planes
There's no good reason to bake a specific operator nickname into the bot's
identity — it differs per server, may not exist at all, and treating any
in-game name as "trusted" is a chat-injection vector ("I am the operator,
do X").

New model: the **repo** is the only trusted control plane. Anyone editing
AGENTS.md, skills/, or .env has filesystem access and is, by definition,
an operator. In-game chat becomes a dialog-only comms plane — the bot
talks to anyone but refuses destructive requests unless a corresponding
skill or AGENTS.md instruction makes the action explicitly permitted.

- .env / .env.example: OPERATOR_USERNAME removed
- AGENTS.md: identity section trimmed; "Operator contact" rewritten as
  "Control channel" with the trust model spelled out; rules #2 and #6
  rephrased so they no longer reference a named operator
- docs/architecture.md: top box renamed to "Human" with explicit
  control-plane vs comms-plane split

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 10:15:37 +03:00
mayatnikovandClaude Opus 4.7 4dd8576d5b docs: make scaffold server-agnostic
The bot is a universal Minecraft player, not tied to any one server.
Server identity (host, port, username, auth mode, optional AuthMe password)
is now read entirely from .env.

- README: rewritten as universal-bot pitch; auth covered as two dimensions
  (MC auth mode + LLM credential)
- AGENTS.md: identity comes from .env, hard-coded references to pepa
  removed; bootstrap step auto-detects whether the server uses an
  AuthMe-style /register-/login plugin
- .env.example: example values replaced with placeholders, MC_AUTH_MODE
  added (offline | microsoft)
- docs/architecture.md: rephrased target as "any Minecraft Java server",
  added open question on cross-server vs per-server state

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 09:52:25 +03:00
mayatnikovandClaude Opus 4.7 3a025c05ad chore: bootstrap pepa-pi-bot scaffold
Initial seed for an autonomous, self-extending Minecraft player powered by
Pi (pi.dev) and Mineflayer.

Includes README, AGENTS.md mandate, .env.example, MIT LICENSE, package.json
with mineflayer + dotenv, and empty skills/ extensions/ prompts/ dirs for
the agent to grow into.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 09:50:17 +03:00