ddc67a5031ce67a51b5724414fb4702ee78ee73c
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Commits
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ddc67a5031 |
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>
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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>
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e84148d189 |
v0.2.0-rc.2: P0 hardening — Pi headless, test state isolation, advice fixes (#21)
P0 (correctness):
1. PEPA_HEADLESS=1 guard in extensions/mineflayer-bridge.ts. When `pi -p`
spawns a subprocess (banter, coach, planner, reflect, auto-patch), the
bridge no longer attempts a second MC connect — the hybrid runtime
already owns the nickname. runtime/pi-bridge.js sets the env var on
every spawn. Root cause of the "two pepa_bot's racing for the slot"
bug seen in reply-pi stderr.
2. Test state isolation in runtime/config.js. When running under the node
test runner (detected via execArgv/argv) — or when PEPA_STATE_DIR is
set — stateDir redirects to /tmp/pepa-test-state-<pid>/. log.js,
scenario-memory, world-journal, and knowledge.db all follow.
`npm test` no longer pollutes live scenarios.jsonl, world-journal.jsonl,
or daily log files. Verified empirically: post-fix run added 0 test
rows to the live scenarios file. Cleaned ~550 historical test rows
from live state in the same change.
3. defendReflex outcome reporting (runtime/reflex.js). Previously a
creeper-rule override marked the lesson succeeded=false BEFORE the
flee skill returned. Now dispatchDefendFlee accepts {lessonId} and
the onComplete fires reportAdviceOutcome with the actual flee result.
4. Mode-name → skill-id translation in runtime/coach/advice.js. Pi-coach
occasionally returns prefer_skill values that are mode names
("night_shelter", "self_preservation", "hunger"). normalisePreferSkill
maps these to SAFE_OVERRIDES entries before dispatch. Also handles
"tunnel-out", "survive_flee", "survive flee" shapes.
New behavior:
5. Self-reflection loop (runtime/coach/reflect.js). Every 30 min, the
bot asks Pi: "Are you making progress, or stuck in a loop? What
should you do differently?" Pi answers with a verdict
(progress/loop/recovering/idle/emergency), summary, next-action, and
0-N new lessons. The reflection is written to
state/<host>/reflections/<ts>.md and lessons land in the DB with
source="pi-reflect". Rate-limited to 2 calls/hour. Wired through
bot.js with the existing askPi + lastSnapshot accessor.
Tests: 246/246 green (+9 new: 6 advice mode-name + 4 reflect).
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 <noreply@anthropic.com>
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e183aaec4e |
feat(runtime/coach,reflex): retrieval-augmented dispatch via learned lessons
This closes the learning loop. Lessons in knowledge.db now actually
influence behaviour:
- runtime/coach/advice.js: consult({plannedSkillId, snapshot}) reads
knowledge.topAdvice() and returns 'override' / 'avoid' / 'proceed'.
When a lesson says "avoid <skill>" with prefer="survive.flee" (etc.),
the dispatcher swaps in the alternative.
- runtime/reflex.js:
* curriculumReflex now consults advice before dispatch; on 'avoid'
backs off the planned skill + sets wander hint; on 'override'
dispatches the lesson's preferred alternative.
* defendReflex (dist≤4 melee branch) consults advice too — so a
creeper at 4m honours the starter rule "attack creeper → flee".
Failure outcomes feed back via markApplied so confidence stays
grounded.
SAFE_OVERRIDES whitelist contains only known runSkill targets
(survive.flee, survive.sleep, survive.eat, recovery.tunnel-out,
explore.far/wander, village.build-shelter); unknown prefers fall back
to plain 'avoid'.
7 advice tests; total suite 237 green.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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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> |
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f13799de28 | fix(runtime/reflex): retreat after repeated melee clears | ||
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b23aad2128 | fix(runtime/reflex): verify melee clears hostile | ||
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4ae63dabe1 |
feat(runtime): v0.1.0 — adopt Voyager critic + Mindcraft modes/library/lint
Five concrete patterns from Voyager and Mindcraft, applied in our shape
without abandoning the git-as-evolution-substrate that makes pepa
distinct. Plus a first multi-agent surface so two bots from the same
repo can share intent.
1. runtime/critic.js (Voyager critic.txt)
- Spawns `pi -p` with a JSON-only critic prompt before a proposal is
written. {reasoning, success, critique}.
- success=true short-circuits the proposal (bot recovered between
detector tripping and now), saving Pi tokens on false positives.
- critique is spliced into the proposal body via attachCritique() so
the downstream auto-patcher has a sharp spec.
- Graceful: pi missing / timeout / unparseable JSON → proposal still
filed without the critic block.
2. scripts/lint-patch.js (Mindcraft coder._lintCode)
- Pre-flight gate between Pi commit and npm test: node --check, dynamic
import (catches missing named exports), regex extraction of
runSkill("id") calls cross-checked against the live registry.
- Cheaper than npm test, fails fast with a clear reason.
3. runtime/stuck-incident.renderActionTemplate (Voyager action_template.txt)
- All proposal bodies now follow the same fixed-section layout: Task /
Last result / Execution error / State / Metrics / Journal /
Scenarios / Critique / Fix / Edit scope / Forbidden.
4. runtime/skill-library.js (Mindcraft skill_library.getRelevantSkillDocs)
- Word-overlap ranking (Mindcraft's offline fallback) — zero deps,
deterministic. auto-patch.js injects top-3 similar skills into the
Pi prompt as "look at these patterns".
5. runtime/modes.js (Mindcraft modes.js)
- Declarative {name, interrupts, on, active, update(ctx)} chain that
runs BEFORE the curriculum each tick.
- Ships self_preservation (low HP → eat/flee), hunger (food<14 → eat),
night_shelter (night + bed in hand → sleep). Cleaner than ad-hoc
lastFleeAttempt cooldowns in reflex.js.
6. runtime/social/conversation.js + cmd:conv-say/conv-recent/conv-list
- File-JSONL topic channel so two bots from the same repo (different
usernames, different host dirs under state/) can append turns and
read peers. Skeleton — multi-agent collaboration on top later.
Differentiator preserved: every Pi-written skill still lands on main via
auto-patch.js (real git branch + smoke gate + cherry-pick). Voyager
keeps skills in a Chroma JSON, Mindcraft keeps them in RAM — pepa keeps
them as versioned source code reviewable in `git log`.
package.json: 0.0.1 → 0.1.0. 174/174 tests pass. README + AGENTS updated.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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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>
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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> |
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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> |
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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>
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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> |
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313ef081d1 |
feat(runtime): village progression — crafting, tech-tree reflex, LLM planner (#11)
Closes the loop "стой и кидай proposals" → "копит ресурсы, строит,
работает к глобальной цели". Three pieces:
1. Crafting primitives (runtime/actions.js).
craftPlanks (4 per log, any wood type), craftSticks (4 per 2 planks),
placeCraftingTable (crafts a table from planks if needed + places at
reference block + reuses an existing table within 4 m), craftWoodenAxe,
craftWoodenPickaxe, craftWoodenSword. Each uses bot.recipesFor()
+ bot.craft() with a 15s timeout. Returns the same {ok, detail}
contract as the other actions.
inv.{getItemCount, getAnyPlanksCount, getAnyLogCount} helpers
exported so the reflex layer can read inventory cheaply without
pulling mineflayer state through every reducer.
2. Tech-tree reflex (runtime/reflex.js).
New techTreeReflex between sleep and autonomous. Inventory-driven
progression: log+0 planks → planks; planks+0 sticks → sticks;
planks+sticks+no axe → wooden_axe; +no pickaxe → wooden_pickaxe;
+no sword → wooden_sword. 5 s cooldown so we don't fire on every
tick.
Pure script, no LLM. The progression is exactly what a player
does in the first 10 min on a new world; making it scripted means
the bot never burns tokens on it.
3. LLM planner (runtime/planner.js).
Background timer (every 15 min, with a 30 s warm-up after start).
Reads goal.md + plan.md + a slim snapshot, prompts Pi to output a
fresh plan.md to stdout. Stripped of code fences and written
verbatim to state/<host>/plan.md. Capped at 16 KB.
The plan is markdown the operator can read or edit by hand. Numbered
milestones, ✓ prefix for completed ones, kept short. The reflex
layer doesn't auto-execute LLM text — but the planner sets the
long-horizon shape that future reflexes (build house, plant farm)
can read.
5 min timeout on the pi subprocess. If it crashes or times out, the
next 15-min tick just retries — no propagation to the reflex loop.
The progression now looks like, roughly:
chop log (autonomous) →
craft planks → craft sticks → wooden_axe (tech-tree) →
chop faster (autonomous, has axe now) →
wooden_pickaxe + wooden_sword (tech-tree) →
mine stone … (next PR: stone tools, farm site selection,
house frame)
Smoke-tested: all three modules import cleanly, exports check out.
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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f5361ad9a4 |
feat(runtime): autonomous reflex — chop wood + wander + proactive movement (#8)
Closes the "bot stands on a tree doing nothing" problem reported live when the operator launched the TUI after PR #6 landed. The reactive chain (operator > defend > eat > sleep > idle) was passive by design: day-time, full HP and food, no hostile within 4 m ⇒ every reflex returned noop. The bot perched in dark-oak canopy and never moved. Changes runtime/actions.js: - chopNearestTree: find any *_log within 32 blocks, equip best axe (falls back to fists), path to the block, dig. Per-bot 5-min blacklist of unreachable log positions so we don't grind on the same impossible target. - wander: pick a random offset 6-16 blocks away and path there. - setMovementsForGather / setMovementsForTravel: every action that uses pathfinder now sets its own Movements profile (canDig=true) instead of inheriting whatever the previous caller left. The old behaviour caused chop to inherit flee's canDig=false and get stuck in the canopy. - fleeFrom now uses canDig=true too — the user observed the bot permanently stuck on a leaf block because escape required digging. runtime/reflex.js: - new autonomousReflex between sleep and idle. Cooldown 10s. Picks chop when log count < 16, else wander. When chop reports "no reachable log within 32 blocks" we switch to wander for 60s so we don't re-fire chop against the same impossible position. - defendReflex tightened: only flee when closest is ≤8m (or ≤12m on low HP). Avoids the "82 distant hostiles ⇒ constant flee loop" pathology observed at this spawn. - flee cooldown: same mob name within 60s ⇒ noop, so we yield to other reflexes if flee keeps timing out. - sleepReflex retry cooldown raised 30s → 5min. Sleeping fails permanently if no bed is around; the short retry blocked autonomous behaviour every tick. - ctx.lastReflex now records {name, label, ts} after each dispatched/completed reflex so the TUI can show what the bot just decided. runtime/bot.js: - per-tick snapshot adds lastReflex and busy fields for the TUI. - maybeReplyToPlayer: light canned greetings (yo/hey/hi/привет) to non-operators when they address the bot. 30s cooldown so we don't spam. tui/tui.tsx: - status bar shows either "▸ busy: <label>" while an action is in flight, or "last reflex: <name> (<label>) Ns ago" when idle. Gives an at-a-glance answer to "what is the bot doing right now?" Smoke-tested live (play.xmatic.team, 2026-05-25T13:30-13:39): - bot did dispatch chop tree (oak_log at 617,82,95) - real bug surfaced and 3-fail rule filed a proposal automatically - after the runtime fix, chop returns "no reachable log" gracefully - bot switched to wander on the next tick - position moved from (623.31, 85, 95.12) to (623.41, 86.02, 96.7) — the first observable movement in this dark-oak spawn Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com> Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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ee2b4c26eb |
feat(runtime): real reflex bodies + auto-escalation + operator chat (#5)
runtime/actions.js — Mineflayer wrappers with hard timeouts and structured
{ok, detail} returns:
- attackNearest: equip best melee, lookAt, single swing per call
- fleeFrom: lazy-load pathfinder, walk N blocks away (canDig=false to
avoid burrowing through walls under panic)
- eatBestFood: scan inventory by FOOD_PRIORITY, equip + consume
- sleepInBed: find nearest placed bed within 16 blocks, path to it, sleep
- goTo: pathfinder.goto for operator come/follow
runtime/reflex.js — bodies now dispatch real actions via ctx.dispatch:
- operator-goal (highest): satisfy come/follow command
- defend: ≤4m attack, ≤12m + low HP/many hostiles flee
- eat: food < 16 + 5s cooldown
- sleep: night + safe + 30s retry cooldown
- idle: heartbeat every 20th tick
Reflex returns "skipped" when ctx.busy so we don't count busy ticks as
either productive or noop in the escalation counter.
runtime/bot.js:
- ctx.dispatch fire-and-forget wrapper with busy gate, onComplete hook
- consecutiveNoops counter; after ESCALATE_AFTER_NOOPS (=20, ~1 min at
tick=3s), askPi with the current snapshot. 10-min cooldown.
- operator chat handler: parses `<botname> <verb>` messages from
OPERATOR_USERNAMES. Verbs: status, pause, resume, stop, come.
- Death drops any pending operator goal.
Smoke-tested live against play.xmatic.team:25565: bot connected, logged
in via AuthMe, reflex chain dispatched flee/sleep, hard timeout fired
when pathfinder couldn't reach the flee target (expected — no usable
ground path in dark_forest at this spawn).
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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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> |