1cf60f81e9a8d09606c4b6a32a44d11e303fe95e
13
Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
1cf60f81e9 |
fix(v0.3.1): mechanical food/stuck fixes — bot reaches the chicken now
The wedge wasn't only in the manifesto layer; several mechanical bugs kept the bot in a dead random-walk: - storyline / manifesto / curriculum: "local food" now means an edible passive mob within <=32 blocks. A distant chicken or a cod no longer fools the bot into dispatching acquire-food (which then fails on no_path). Long-range food goes through scout-food instead. - scout-food: partial approach to a target now counts as progress (approached_target, e.g. moved:14); a blocked heading is NOT counted as movement; added blind/tunnel fallback so it doesn't die when the pathfinder can't route cleanly. - acquire-food: on no_path it now also tries a blind/tunnel approach to the animal; no_drop routes back into food scouting instead of giving up. - explore.far / relocate / flee: fewer false "done" results (micro-steps no longer counted as success), more genuine escapes from stuck. - scripts/show-story.js: live IPC now actually renders the current storyline step. Verification: scripts/lint-patch.js clean; npm test 404/404 green; bot relaunched in tmux `pepa`. Live logs show real progress — bot switched to survive.scout-food, approached the chicken (approached_target moved:14), then reached survive.acquire-food: hunting chicken. Food isn't fully closed yet but the remaining issue is concrete pickup/drop, not dead random-walk. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
||
|
|
08ac2e1bc1 |
feat(v0.3.1): real survival patterns — biome-aware scout, wedge-relocate, escape-pit-safe
Operator reported the bot wandered the same 50×50 patch for 2 hours
without making any progress toward food. Diagnosis showed three root
causes; this commit addresses all five open improvement_requests
the LLM (postmortem + tuner) flagged automatically.
Research basis (`Voyager`, `Plan4MC`, `GITM`, `Mindcraft`):
- Coverage / commit-to-cardinal exploration when local scan fails
- Biome-aware strategy switching using a static affordance table
- Wedge detector above the skill layer that triggers RELOCATE not
RETRY (per-skill stuck checks reset on re-entry — useless)
- Time-in-region bbox heuristic + need-duration AND skill-cycle gate
Concrete changes:
1. `runtime/goal/storyline.js`
- orient_self.completed: added timeout fallback (HP=full + session
>120s → done) so barren biomes don't block the bot on step 1.
Closes improvement #2 'Нет навыка оценки когда сменить район'.
- first_food.suggestSkill: now picks survive.scout-food (new) when
no passive mob is nearby; falls back to survive.acquire-food only
when something is in immediate range.
2. `runtime/biome-affordances.js` (new)
- Static table: 40+ biomes → {has_passive_mobs, has_trees,
has_water, has_crops, livable}.
- Unknown biomes return optimistic defaults to avoid regressions.
- Closes improvement #1 'Нет навыка целевого поиска еды по биому'.
3. `runtime/skills/scout-food.js` (new — survive.scout-food)
- Tiered strategy: biome check → scan 32 → scan 64 → commit a
cardinal for 200 blocks rescanning every 16. On cardinal
exhaustion, returns code:"exhausted" so the curriculum can
escalate to village.relocate.
- In barren biomes (desert/ocean/snowy_plains) the scan is
SKIPPED — bot walks straight toward the nearest neighbour
biome that affords passive mobs (8-direction biome probe at
radius 64).
4. `runtime/awareness/wedge-detector.js` (new)
- Rolling 10-min position bbox tracker. observe() called every
tick; isWedged() returns true when bbox<50 AND active need
unmet >5min AND skill cycles ≥3.
- markRelocationStarted() suppresses further wedge firings
until the bot has displaced ≥200b — prevents stack overflow
of relocate calls.
- Lives ABOVE the skill layer (in runtime/reflex.js), because
any per-skill stuck check resets on re-entry.
5. `runtime/skills/relocate.js` (new — village.relocate)
- 300-block walk in least-recently-used cardinal (per-incident
memory in ctx.recentRelocations).
- Re-paths every 32 blocks, soft-tolerates pathfinder failures
(3 consecutive throws → exit with code:"stuck_in_place").
- Closes improvement #2 + #4 ('low success rate trigger').
6. `runtime/skills/escape-pit-safe.js` (new — recovery.escape-pit-safe)
- Surveys 4 cardinals AND ceiling height before committing.
Picks the direction with most open blocks (≥3, no lava).
Falls through to pillar-up only if ceiling clear ≥4b. Returns
code:"no_strategy" if both blocked so curriculum can escalate
to relocate.
- Closes improvement #3 'Нет навыка для безопасного выхода'.
7. `runtime/reflex.js`
- Wedge detector wired before manifesto/storyline. If wedge.wedged
is true, dispatches village.relocate directly and returns —
bypasses every other branch.
- ctx.disableWedge flag for tests.
8. `runtime/coach/advisor-trigger.js`
- LLM provider outage backoff: 3 consecutive http_400 / timeout /
network_error → suppress advisor for 10 min. Today's TimeWeb
gpt-5.4-mini was 400'ing for an hour straight; we were spending
trigger budget on dead calls. Closes improvement implicit gap
in #5.
9. `runtime/bot.js`
- Tracks botSpawnedAt; snapshot._sessionMs exposed for storyline
orient_self timeout fallback.
Tests: 396 green (was 378, +18):
- runtime/biome-affordances.test.js — 8 tests
- runtime/awareness/wedge-detector.test.js — 9 tests
- runtime/goal/storyline.test.js — 1 new test (orient_self timeout)
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
|
||
|
|
7d96e44804 |
v0.3.0: Maslow + Awareness — self-learning bot with needs ladder, event-driven reflex, and TimeWeb fast advisor (#27)
* v0.3.0-rc.1: live skill registry + fast advisor scaffold
Roots out the v0.2.x failure mode: Pi-extracted lessons routinely named
hallucinated skill ids (relocate.surface, choose.safe.surface,
survive.shelter, gather.visible_log, …). All 47 Pi-lessons in the live DB
had applied_count=0 because normalisePreferSkill couldn't find them.
Fix:
1. runtime/skill-registry.js — single source of truth derived from
skills/index.js. Exports listSkillIds, isRegistered, and a
prompt-ready block (skillRegistryPrompt) grouped by namespace.
2. Pi prompts (coach/postmortem, coach/reflect) embed the live registry
with a "USE ONLY THESE, never invent" instruction. Lessons are
filtered at write-time too — anything not in the registry and not a
known mode name gets dropped.
3. coach/advice.js — normalisePreferSkill now returns null for unknown
ids, hardening consult() against any hallucinations that slip
through. Warn-logged for visibility.
Also lays the LLM substrate for the rest of v0.3.0:
- runtime/llm/provider.js — OpenAI-compatible chat client. Configured
via PEPA_FAST_LLM_{BASE_URL,API_KEY,MODEL,TIMEOUT_MS}. Safe no-op
unless API_KEY is set. Supports JSON-mode.
- runtime/coach/fast-advisor.js — tactical advisor tier (scaffold).
Exposes advise() that asks the fast LLM what to do RIGHT NOW when
the reflex is wedged/stuck. Rejects hallucinated skill ids using the
registry. Rate-limited 6/h, 30s cooldown. Not auto-triggered yet —
wired into reflex in rc.3 (awareness layer).
Tests: 279 green (+24 vs rc.3): 5 registry, 9 provider, 10 advisor.
See dev/v0.3.0/PLAN.md for the full iteration design (manifesto needs
ladder, event-driven awareness, skill pre-emption) and STATUS.md for
shipped/pending tracking.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* v0.3.0-rc.2: manifesto / needs ladder L0-L10
Adds an explicit hierarchical needs catalogue that the reflex consults
on every tick. The bot now pursues tangible intermediate goals (food,
wood tools, shelter, stone tools, ...) instead of inheriting whatever
the curriculum thought was "next".
Ladder:
L0 alive HP>5, food>0, not in lava, not panic-near hostile
L1 food ≥6 food items in inventory (or sated + any food)
L2 tools_wood wooden_pickaxe + wooden_axe + wooden_sword
L3 shelter_basic bed placed nearby or in inventory
L4 tools_stone stone-tier triplet
L5 armor_basic any chestplate (pursue=null until craft.leather-*
lands; ladder gracefully skips)
L6 food_security ≥16 food items
L7 tools_iron iron-tier triplet (pursue=gather.stone for now)
L8 armor_iron iron chestplate (pursue=null for now)
L9 village_seed bed + chest in nearby blocks
L10 village_full never detected, falls through to curriculum
Each need has detect(snapshot) → bool and pursue(snapshot) →
{skillId, args} | null. The ladder picks the LOWEST unsatisfied
pursuable need. Needs whose pursue is null get recorded as
blockedNeeds and the walk continues — no stalling on missing skills.
Wired into curriculumReflex: manifesto takes precedence over
curriculum.plan when it has a concrete suggestion. Tests can pass
ctx.disableManifesto=true to exercise the curriculum branch
in isolation (existing reflex tests keep passing this way).
Pi self-reflection prompt now includes
"activeNeed (Maslow ladder L0-L10): L2 tools_wood → gather.logs"
so Pi advises at the right level instead of giving generic guidance.
skillId returned by pursue() is validated against the live registry
(rc.1 plumbing) — manifesto cannot accidentally dispatch a
hallucinated skill name.
Tests: 315 green (was 279 on rc.1, +36 new):
- runtime/manifesto/needs.test.js — 24 tests (per-need detect/pursue,
helper sums)
- runtime/manifesto/state.test.js — 10 tests (ladder walk, hostile
takeover at L0, armor skipping, caching)
- runtime/reflex.test.js — 2 integration tests (manifesto overrides
curriculum plan; well-fed bot pursues tools_stone)
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* v0.3.0-rc.3: event-driven awareness + skill pre-emption
Adds a reactive layer on top of the polling reflex. The bot now
notices environmental shocks (forced moves, HP plunges, hostile
spawns) within ~100ms instead of waiting for the next DISPATCH tick,
and the in-flight skill is preempted so the next reflex cycle can
re-plan against the current world state.
This is the rc that wires the "rc.1 plumbing + rc.2 manifesto" into
a feedback loop:
- awareness fires preempt → dispatch aborts
- reflex tick re-evaluates → manifesto walks the ladder
- new dispatch picks the right skill for the new world state
Pieces:
- runtime/awareness/events.js (new) — bot.on listeners:
- move: single-tick Δposition ≥ 5 blocks → forced_move flag + preempt
- health: HP drop ≥ 2 → health_plunge flag + preempt
- entitySpawn: hostile mob within 12 blocks → hostile_added + preempt
- blockUpdate: nearby block change → env_changed flag (no preempt,
throttled 800ms; otherwise gather skills would self-preempt
every dig)
- runtime/skills/index.js — RUNNER_CODES.PREEMPTED + raceWithAbort()
wraps every execute() against ctx.abortSignal. Existing skills get
preemption for free; they don't have to check the signal manually.
- runtime/bot.js:
- dispatchAction creates a fresh AbortController per dispatch and
stores it on reflexCtx.currentAbort
- attachAwareness fires controller.abort() when something disrupts
the active skill; runSkill returns code: "preempted" and the
reflex moves on
- reflexCtx.lastPreempt records the most recent shock
Tests: 332 green (was 315 on rc.2, +17 new):
- runtime/awareness/events.test.js — 12 tests (each event type +
thresholds + throttling + passive-mob filter)
- runtime/skills/contract.test.js — 3 abortSignal tests
(mid-flight, pre-armed, clean signal)
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* chore(.env): add PEPA_FAST_LLM_* placeholders for v0.3.0 fast advisor
Empty values keep the fast-advisor tier disabled (safe no-op). Fill
in BASE_URL + API_KEY + MODEL to enable. TimeWeb-style endpoint
example included.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* chore(v0.3.0): rename fast-LLM env vars to TIMEWEB_* (match other projects)
Aligns with the user's other repos (proso) which use TIMEWEB_API_GROK /
TIMEWEB_URL_GROK. Single naming convention across projects avoids the
'which env var was it for this repo' mental tax.
PEPA_FAST_LLM_BASE_URL → TIMEWEB_BASE_URL
PEPA_FAST_LLM_API_KEY → TIMEWEB_API_KEY
PEPA_FAST_LLM_MODEL → TIMEWEB_MODEL
PEPA_FAST_LLM_TIMEOUT_MS → TIMEWEB_TIMEOUT_MS
Provider still works with any OpenAI-compatible endpoint — TimeWeb is
the default but the variable name doesn't lock us in. Tests + docs +
.env / .env.example updated.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(scripts): TimeWeb smoke test + bump default LLM timeout to 20s
scripts/check-timeweb.js — three probes: plain text, JSON mode, full
fast-advisor stack (registry injection + skill validation). Loads .env,
prints {ok, latency, reply preview} for each. Doesn't touch bot state.
Bumped DEFAULT_TIMEOUT_MS 8s → 20s in runtime/llm/provider.js. TimeWeb's
hosted agent endpoint takes 5-15s for the fast-advisor prompt
(registry block + snapshot context), so 8s was producing spurious
timeouts. OpenAI direct returns much faster; env var TIMEWEB_TIMEOUT_MS
overrides if needed.
Smoke verified live (PR #27 branch):
probe 1: 6.3s, plain prompt → "pepa hears you"
probe 2: 5.4s, JSON mode → {"alive":true,"name":"pepa"}
probe 3: 14.9s, advise() → action=switch_skill, skill=recovery.tunnel-out
(correct registered skill, sensible rationale — registry
injection successfully prevents hallucination)
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(v0.3.0): auto-trigger fast-advisor + token usage tracking
Closes the awareness → LLM → action loop that the rc.1/2/3 sequence
left as a followup. When the bot is wedged, looping, or just suffered
a preempt-then-retry, the reflex fires advise() in the background;
when the recommendation lands it overrides the next dispatch.
Async by design: advise() takes 5-15s on TimeWeb's hosted endpoint —
too slow for a synchronous reflex tick. tickAdvisor() is fire-and-
forget, the result lands on ctx.advisorRecommendation, and the *next*
tick reads and consumes it. Recommendations age out after 60s.
Components:
- runtime/coach/advisor-trigger.js — policy + async fire path
- tickAdvisor(ctx, {plannedSkillId}) checks three triggers:
1. wedged > 60s (no significant move)
2. last 4+ dispatches are the same skill AND it's planned again
3. preempt within last 30s + same skill being retried
- 90s trigger cooldown, single-in-flight guard
- consumeFreshRecommendation(ctx) reads/clears the cache
- runtime/reflex.js — curriculumReflex calls tickAdvisor() every tick
and consumes a fresh recommendation BEFORE dispatching. ctx flag
disableAdvisor=true for tests.
- runtime/bot.js — dispatchAction maintains a rolling 8-slot
reflexCtx.recentSkillIds for the loop-detection trigger.
Token usage:
- runtime/llm/provider.js — normaliseUsage() reads OpenAI/TimeWeb-
style {prompt_tokens, completion_tokens, total_tokens} from the
response. Returned on every complete() result and logged at info
level as "in=Nt/out=Mt".
- runtime/coach/fast-advisor.js — getUsageSnapshot() aggregates
total tokens across all calls in the session.
Measured on live TimeWeb endpoint (gpt-5.4-mini agent):
per call: ~705 input + 45 output = ~750 tokens
rate limit: 6 calls/hour
worst case at full budget: ~108K tokens/day
estimated cost (OpenAI gpt-5-mini reference price): ~$0.60/month
Well within any reasonable budget — model can run hot 24/7.
Smoke verified: scripts/check-timeweb.js probe 4 produces
trigger fired: true (wedged_90s)
recommendation: recovery.tunnel-out
rationale: "Stuck wedged for 90s; exploration is failing."
latency: 5302ms
Tests: 345 green (was 332, +13 advisor-trigger).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(v0.3.0): paradigm shift — TimeWeb-only LLM + persistent advisor trail + improvement queue
This is the rc.4 batch the user requested:
1. Emergency triggers (low HP + close hostile, lava-under-foot)
bypass the long cooldown so the LLM is consulted BEFORE the bot
dies, not after.
2. Active manifesto need is now included in the advisor user prompt
— the LLM picks suggestions that satisfy the bot's current
concrete need (L2 tools_wood → "gather logs nearby" not
"explore further").
3. Every advisor recommendation is persisted to SQLite
(advisor_recommendations table) with full token usage. The
reflex marks 'applied=1' when it dispatches and updates
outcome_ok/code when the dispatch completes. Ground truth for
"is the LLM actually helping" lives in the DB, not in logs.
4. Pi CLI is OUT of every background loop. coach/postmortem and
coach/reflect now go through the same TimeWeb endpoint
fast-advisor uses, via the shared coach/llm-call.js helper.
Pi is reserved for manual operator commands.
5. The LLM (postmortem, reflect, advisor) can flag "structural
gaps" — missing skills/features the operator should implement.
These land in the new improvement_requests table. Dedup by
title bumps `votes` instead of inserting duplicates so the
queue doesn't bloat. Operator views via
`node scripts/list-improvements.js`.
6. A deterministic trigger-tuner runs hourly: reads 24h of
recommendation stats, flags triggers whose success rate is
below 25% (sample ≥ 5) or whose prompts are expensive (>1000
input tokens) with mediocre payoff. Improvements get
source="tuner", category="tuning". No LLM call.
New files:
runtime/coach/llm-call.js — askAnalytical() helper
runtime/coach/trigger-tuner.js — stats → improvements
runtime/coach/trigger-tuner.test.js
scripts/list-improvements.js — operator CLI
Schema additions:
advisor_recommendations: id, ts, trigger_reason, planned_skill,
recommended_skill, action, rationale, active_need, tokens_in,
tokens_out, latency_ms, applied, outcome_ok, outcome_code, outcome_at
improvement_requests: id, ts, source, category, title, description,
context, priority, status, duplicate_of, votes, implemented_at, notes
Renamed env-var consumers:
Pi-coach drainOnce({ askPi }) → drainOnce({ askAnalyticalFn? })
Pi-reflect runOnce({ askPi }) → runOnce({ askAnalyticalFn? })
bot.js attachCoach/attachReflect no longer pass askPi
attachTuner() added to bot.js spawn handler
lessons.source 'pi-coach' → 'timeweb-coach'
lessons.source 'pi-reflect' → 'timeweb-reflect'
Token cost measured live:
~705 input + 45 output = ~750 total per advisor call
worst case @ 6 calls/hour rate cap = ~108K tokens/day
OpenAI gpt-5-mini reference price: ~$0.60/month
Operator usage:
node scripts/list-improvements.js # open queue
node scripts/list-improvements.js --stats # advisor performance
node scripts/list-improvements.js --done 17 "shipped in 0.3.1"
node scripts/list-improvements.js --reject 18 "duplicate"
Tests: 360 green (was 332, +28 new).
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>
|
||
|
|
865aae1213 |
v0.2.0-rc.3: pillar-up escape + advice in fallback + danger POI (#22)
* v0.2.0-rc.3: pillar-up escape + advice everywhere + danger POI
Closes the gap rc.2 left open. Live observation showed:
- Pi-coach extracted 5 high-quality lessons (do not explore.far at
night near zombies, etc.) but none of them fired (applied_count=0
across the board). Root cause: dispatcher consulted advice only on
the main curriculum path; the bot was falling into the wander/
explore.far FALLBACK after each gather attempt bailed, which
bypassed consult().
- Bot was wedged in a pit on (608, 90) with stone walls. recovery.
tunnel-out kept failing ("Digging aborted") because mining stone
with fists takes ~10s/block; pathfinder watchdog kills it.
This patch:
1. survive.pillar-up (runtime/skills/pillar-up.js) — new escape skill.
Places a placeable block under the bot and jumps onto it; repeats
up to 8 steps. No pickaxe required. Works in dirt/cobble/planks/
sand/gravel/wool/etc. The bot's vertical exit from any pit it can
stand in.
2. Wedged-emergency reflex (runtime/reflex.js). At the top of
curriculumReflex, if noProgressReason is wedged-like AND position
hasn't shifted ≥16 blocks in 60s AND no hostile in 6m AND pillar
block in inventory → dispatch survive.pillar-up. 2-min cooldown
between attempts.
3. consult() now also runs on the WANDER/explore.far fallback path
(runtime/reflex.js curriculumReflex). Pi-coach lessons can finally
take effect. If the fallback skill is overridden to a non-eligible
skill but the bot has a placeable block, falls back to pillar-up.
Outcomes feed reportAdviceOutcome so confidence stays grounded.
4. recordPOI("danger") on death (runtime/coach/postmortem.js). Spatial
memory now flags where the bot died, expires after 6h. POI table
was empty in rc.2.
5. SAFE_OVERRIDES extended (runtime/coach/advice.js): adds
survive.pillar-up and village.choose-base so coach lessons can
route there.
Tests: 255/255 green (+9 pillar-up).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* v0.2.0-rc.3 fixup: relax wedged-escape trigger
Drop the WEDGED_REASONS check — noProgressReason is a string that
may or may not be set when the bot is stuck. Fire pillar-up purely on
"no horizontal progress ≥ 60s, no hostile in 6m, placeable block in
inv". Pillar-up is a constructive no-op when it's not needed (places
one dirt under self) so the false-positive cost is small.
Live observation: rc.3 was deployed and bot was wedged with tunnel-out
repeatedly aborted on stone, but wedged-escape never fired because
the runtime's noProgressReason wasn't in my whitelist. Removing the
gate lets the trigger actually engage.
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>
|
||
|
|
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> |
||
|
|
28f5d9e483 |
fix(perception): use numeric block ids — callback matchers silently fail under ViaBackwards
Root cause of "bot just stands still": every gather.* skill was using
bot.findBlock({ matching: (b) => names.includes(b.name) }), and under
mineflayer 1.21.4 + ViaBackwards the Block objects fed into the
callback have a wrong .name field (Block.type / numeric id is still
correct — this is mineflayer issue #2347). Every search returned null,
every skill reported "no_target", reflex looped wander → tunnel-out
forever. The bot's logs said "dispatch ok" while the operator watched
it pace in circles.
Proven live with a new diag.match skill on play.xmatic.team:
findBlocks({matching: numericIds}) → 50 hits
findBlocks({matching: (b) => b.name === ...}) → 0 hits ← the bug
findBlock({matching: (b) => b.name === ...}) → null ← the bug
findBlock({matching: numericIds}) → dark_oak_log @ (606,62,110)
After this fix the same bot from the same spawn dispatches gather.logs
and reaches the chop loop ("chop: dark_oak_log at 606,62,110 (tool=fists)")
instead of returning "no reachable log within 64 blocks".
Changes:
- runtime/perception.js (new): findBlocksByName / findNearestBlockByName
centralise the numeric-id workaround for any future skill.
- runtime/actions.js: chopNearestTree, sleepInBed, placeCraftingTable now
use perception. Also load mineflayer-tool plugin alongside collectblock
(collectblock 1.6 hard-requires bot.tool to dispatch a dig).
- gather-stone, gather-wool, deposit-surplus rewritten to numeric-id
search. gather-wool also loads mineflayer-tool.
- diagnose-scan.js (new): two diagnostic skills — diag.scan reports
findBlocks counts per radius for common blocks; diag.match cross-tests
the four matcher styles so this regression can be re-proven on demand.
- runtime/skills/index.js: registers diag.scan + diag.match.
Memory: project_findblock_callback_broken_under_viabackwards.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
|
||
|
|
564557450d | fix(runtime/skills): recover from wedged pits with tunnel-out | ||
|
|
86f0c1799e |
fix(runtime): pin MC_VERSION=1.21.4 + ground-truth probe + close-loop dig
Two-pronged response to user-confirmed "bot stands still, doesn't actually chop" on play.xmatic.team: 1. Pin protocol — .env now sets MC_VERSION=1.21.4. minecraft-data has wrong packet ID mappings for protocol 775 (server 26.1.2 via ViaBackwards 5.9.1) — see mineflayer#3888 and #3717. 1.21.5 also has an enchants decoder bug that breaks bot.dig. 1.21.4 is the last protocol mineflayer 4.37.1 can speak cleanly through VIA. 2. Don't trust dig success — runtime/actions.js chopNearestTree and runtime/skills/gather-stone.js now lookAt(face center)+forceLook, await collectBlock, then re-read the target block. If the log/stone is STILL there, return ok:false code:"silent_dig_failure" and blacklist the position. Prevents the curriculum from reporting "wood.16 in progress" while the world hasn't actually changed. 3. Defensive default — runtime/movement-profiles.js: canDig=false on every profile until dig is confirmed working live. Otherwise pathfinder schedules paths through must-dig blocks and the bot loops. 4. Ground-truth probe — runtime/skills/diagnose-physics.js dispatches forward/jump/dig probes and writes the result to the diary. New IPC command cmd:run-skill lets the operator (or a future curriculum trigger) fire any skill on demand; it waits for the current action to finish before dispatching. /tmp/pepa-runskill.mjs is a one-shot client. Live probe on play.xmatic.team confirmed: forward Δ=0.003 over 2s (BROKEN — server rejects movement packets), jump ΔY=0.42 (likely physics jitter, not a real jump). Strongly suggests an anti-cheat plugin gating bot-style movements server-side — beyond protocol pin. npm test 124/124. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
||
|
|
19dc8e12c6 |
fix(runtime): unstick wander loop + chop radius + explore.far skill
Follow-up to the iteration-1 fixes. Live smoke on play.xmatic.team revealed the bot was spawning into a tree-less plain (no log within 32 blocks of spawn), looping wander→gather→no_target→wander forever inside a 16-block box. - runtime/actions.js: chopNearestTree search radius 32 → 64 (still no trees on this spawn, but a normal biome will be served well by it). wander now has a blind-walk fallback when pathfinder times out (look+forward+jump for 3 s) so the bot at least unsticks from leaves or pillars. Pathfinder timeout reduced 30 s → 15 s. - runtime/skills/explore-far.js: new explore.far skill — walks ~48 blocks in a quadrant (NE/SE/SW/NW, rotating per call) so successive hints actually circle the spawn instead of bouncing in place. Blind walk fallback included. - runtime/reflex.js: when the scheduler is told to wander twice in a row by gather.* recover hints, it now dispatches explore.far instead so the bot actually leaves the patch it's stuck in. Resets the consecutiveWanderHints counter on any success. - runtime/reflex.js (sleep): no longer dispatches when the bot has neither a bed in inventory NOR a known shelter/base location — saved one dispatch + 5-min cooldown per restart at night. - runtime/reflex.js (eat): inventory check + lastEatAt always updated fix the eat-spam loop observed live (every tick fired "eat" → "no food in inventory" → again). - runtime/skills/chop-logs.js: recognise "no log within ..." as no_target so the recover hint switches the bot to wander/explore. npm test 124/124. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
||
|
|
29542f0559 |
fix(runtime): unstick scheduler + chop + sleep + bed/shelter/farm skills
Recovers the bot from the live-server symptoms reported 2026-05-26: 1) constant supervisor reconnects, 2) chop "clicks once and stops", 3) sleep does nothing without a bed and so blocks night-skipping for other players, 4) curriculum reflex always fell through to wander. Supervisor (#38): - runtime/watch-filter.js: pure predicate excluding *.test.js + the supervisor itself; recursive:true so skills/ + social/ edits also restart. Burned a working main once when test files counted toward the rollback threshold. - runtime/supervisor.js: watch-triggered restarts no longer count toward the crash-loop rollback path. Watcher is now recursive. Chop / mine (#39): - runtime/actions.js + runtime/skills/gather-stone.js: replaced raw pathfinder.goto + bot.dig with mineflayer-collectblock's bot.collectBlock.collect — handles approach, repositioning, LoS, dig and pickup as one primitive. Old version "swung once" because GoalGetToBlock often parked the bot in leaves above the log. Sleep + bed (#40): - runtime/actions.js: sleepInBed now ALSO places a carried bed on solid ground next to the bot and sleeps on it. Critical so the bot stops blocking player night-skipping the moment it owns a bed. Bed pipeline (#41): - runtime/skills/gather-wool.js: gather.wool skill — mines wool block if any nearby, otherwise shears or attacks the nearest sheep. - runtime/skills/craft.js: craftBedSkill (any colour the bot has ≥3 wool of, plus 3 planks, plus a table). - runtime/curriculum.js: new milestone survive.bed sits between wood.tools and stone.32 so the bot gets a bed BEFORE everything else. Test fixture updated to include a red_bed in post-survive.bed stages. Village / shelter / wheat (#42, #43): - runtime/skills/build-shelter.js: village.build-shelter — real 3×3×3 resumable hut blueprint around the recorded base, places one block per loop, idempotent so an interrupted build resumes correctly, marks each placed block in the owned-blocks ledger. - runtime/skills/deposit-surplus.js: village.deposit-surplus opens the nearest chest and transfers surplus stacks while keeping a reserve of tools/food/bed. - runtime/skills/farm-wheat.js: farm.wheat does one step per call (till adjacent-to-water grass, plant seeds, or harvest ripe wheat). - runtime/curriculum.js: village.shelter milestone after base-site. Scheduler glitch (root of "always wander"): - runtime/bot.js: curriculum + locations are now computed BEFORE runTick. Previously they were stamped AFTER, so reflex.js saw snapshot.curriculum=undefined every tick and fell through to the wander fallback. Verified live: scheduler now dispatches gather.logs/gather.stone/craft.* by id via runSkill. Eat-spam: - runtime/reflex.js: eatReflex now checks inventory for actual food and updates lastEatAt on EVERY dispatch (not only successes), so a failed eat respects the 5 s cooldown instead of firing every tick. npm test 123/123. Validated live on play.xmatic.team (curriculum dispatched gather.logs via runSkill, recover hint switched to wander when no log in range). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
||
|
|
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>
|
||
|
|
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>
|
||
|
|
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>
|