Files
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

595 lines
28 KiB
Markdown
Raw Permalink Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# Runtime — hybrid script + LLM-on-demand
> Status: **active**. This is the recommended way to run pepa-pi-bot since
> 2026-05-25. The pure Pi runtime (`pi` from repo root) still works and is
> documented as a fallback at the bottom of this file.
> **Phase 0 product pivot (2026-05-25).** MC chat is now **dialog-only** for
> everyone, including `OPERATOR_USERNAMES`. The reflex loop no longer takes
> commands from chat. Local control lives in the TUI (`p`/`s` hotkeys);
> long-term control lives in the repo. See
> `plans/autonomous-survival-bot-prd.md` for the survival-bot pivot.
## Why a hybrid runtime?
The original design ran every tick inside Pi — the LLM saw the world, picked
one tool, executed it, looped. That gave full self-extension out of the box,
but had three problems in practice:
1. **Slow.** A "look around → defend yourself" round-trip took 2060 seconds
because the LLM was in the hot path.
2. **Expensive.** Hostile mob at 4 m? Cost of evasion = one full reasoning
pass. Hungry? Same. Idle? Same.
3. **Invisible.** With Pi as the only frontend, you had to `tmux capture-pane`
to know what the bot was doing.
The hybrid runtime splits the bot into a script-driven layer that handles
fast, well-understood things on its own, and a Pi (or Codex) headless
escalation that's only invoked when the script gets stuck or needs to write
new code for itself.
## Architecture
```
┌────────────────────────────────────────────────────────────────────┐
│ operator │
│ ├── repo edits (.env, skills/, runtime/) │
│ ├── TUI (Ink) — see status, send chat, press [a] to escalate │
│ └── (future) Telegram bridge │
└─────────────┬────────────────────────────────────────────┬─────────┘
│ Unix socket (newline-JSON) │ git
▼ ▼
┌────────────────────────────────────────────────────────────────────┐
│ runtime/bot.js — single long-running Node process │
│ │
│ ┌──────────────────┐ ┌──────────────────────┐ ┌────────────────┐│
│ │ Mineflayer │ │ Reflex loop │ │ IPC server ││
│ │ - MC TCP │ │ - tick every N sec │ │ - Unix socket ││
│ │ - AuthMe handler │◀─│ - priority order: │─▶│ - broadcasts ││
│ │ - chat / events │ │ defend > eat │ │ status/log/ ││
│ │ (dialog-only) │ │ > sleep > tech │ │ chat events ││
│ │ │ │ > autonomous │ │ - accepts ││
│ │ │ │ - NO LLM in path │ │ commands ││
│ └──────────────────┘ └─────────┬────────────┘ └────────────────┘│
│ │ │
│ ▼ on stuck / new scenario │
│ ┌──────────────────────┐ │
│ │ pi-bridge.js │ │
│ │ spawn `pi -p` │ │
│ │ stream stdout to IPC │ │
│ └──────────────────────┘ │
└────────────────────────────────────────────────────────────────────┘
│ TCP 25565
Minecraft server
```
The bot is **one process**. The TUI is a separate process you can connect and
disconnect at will — the bot keeps running. Multiple TUI clients can attach
to the same bot simultaneously.
## Quickstart
```bash
# Once
cd ~/Projects/pepa-pi-bot
npm install
# Terminal 1 — the bot daemon
npm run bot
# Logs go to stdout AND state/<host>/logs/<YYYY-MM-DD>.log
# Terminal 2 — the dashboard
npm run tui
```
The TUI auto-reconnects to the bot if you restart it. Press `q` to leave the
TUI; the bot is unaffected.
## TUI hotkeys
| Key | Effect |
|-----|--------|
| `p` | Pause / resume the reflex loop (MC connection stays). |
| `s` | Stop the bot process gracefully (disconnect + cleanup + exit). |
| `r` | Force-broadcast a status snapshot now. |
| `c` | Enter **chat mode** — type a message, Enter sends it into MC chat. |
| `a` | Enter **ask-Pi mode** — type a prompt, Enter spawns `pi -p` and streams output into the Pi panel. |
| `k` | Enter **run-skill mode** — type `skill.id` plus optional JSON args; dispatches once through `cmd:run-skill`. |
| `v` | Capture a headless viewer screenshot into `state/<host>/screenshots/` when viewer support is available. |
| `!` | Force a stuck incident proposal through the critic/auto-improve path for diagnostics. |
| `y` | Open the latest pending proposal. In the proposal panel: `y` approves, `n`/Esc closes. |
| `q` | Quit TUI only. Bot keeps running. |
`Enter` submits, blank submit cancels. The status bar shows `[proposals N, press y]` when there's something pending.
## What the reflex loop does today
The chain (highest priority first), wired and dispatching real
Mineflayer actions:
1. **Modes** — Mindcraft-style interrupts run first:
`self_preservation`, `hunger`, `night_shelter`. They dispatch
registered skills (`survive.flee`, `survive.eat`, `survive.sleep`)
and therefore feed metrics, scenario memory and current-task state.
2. **`defendReflex`** — closest hostile within 4 m → `attackNearest`
(equips best melee). Low HP / close hostile → flee.
3. **`eatReflex`** — food < 16 and edible item is carried →
`eatBestFood`. No-food states fall through to the curriculum instead
of eat-spamming.
4. **`sleepReflex`** — night + no hostile within 8 m + bed available →
`sleepInBed`. Impossible states are skipped before dispatch.
5. **`curriculumReflex`** — dispatches `snapshot.curriculum.plan.skillId`
through `runSkill`. Inventory pressure can insert
`village.deposit-surplus` before continuing.
6. **`idleReflex`** — every 20th tick, log heartbeat (HP / food / pos).
There is **no operator-goal reflex anymore.** MC chat does not create
movement/build/mining tasks (Phase 0 of `plans/autonomous-survival-bot-prd.md`).
Adding a new reflex = a function `(ctx) => { action, ... }` in
`runtime/reflex.js`, inserted at the right priority. Actions live in
`runtime/actions.js`. Both files trigger a supervisor hot-restart when
saved (see "Self-improvement" below).
## When the bot calls Pi
Two escalation paths:
**1. Manual** — operator presses `a` in the TUI, types a question, the
bot spawns `pi -p "<question>"` and streams its stdout into the Pi
panel.
**2. Automatic** — every tick where the entire reflex chain returns
`noop` (no hostiles in reach, food fine, day or no bed, nothing to
craft, nowhere to wander) increments a counter. When the counter hits
`ESCALATE_AFTER_NOOPS = 20` (≈1 min at `tick=3s`), the bot fires
`askPi` with the current snapshot and a fixed system prompt telling Pi
to suggest one next action. 10 min cooldown so a permanently-idle bot
doesn't run the LLM dry.
The auto-escalation prompt explicitly bans code-change proposals — Pi
should only suggest what to do *with the existing tools*. If a deeper
problem is happening, the failure-tracker (see Self-improvement) will
file a proposal instead.
## Observability (Phase 1 — survival-bot pivot)
Every STATUS snapshot now carries fields the TUI uses to answer
"what is the bot doing and why isn't it doing more?" without
parsing the log stream:
| Field | Meaning |
|-------|---------|
| `runtimeState` | finite-state classification: `emergency` / `working` / `recovering` / `planning` / `social` / `idle` (see `runtime/state.js`). |
| `activeSkill` | current dispatched action label, or the last one if idle. |
| `currentMilestone` | first uncompleted line from `state/<host>/plan.md` (cached 30 s). |
| `lastResult` | `{ label, ok, code, detail, ts }` of the most recent dispatched action. |
| `noProgressReason` | one of `waiting_for_day`, `night_hostile_nearby`, `no_food_source`, `inventory_full`, `no_reachable_target`, `planner_empty`, `awaiting_action_cooldown`, … emitted when position + inventory have not changed for ≥60 s (see `runtime/no-progress.js`). |
| `failuresByCode` | rolling counts of recent failures grouped by class (`bug` / `timeout` / `feature-gap` / `other`). |
| `lastEscalation` | `{ ts, ageMs }` of the most recent Pi auto-escalation. |
| `reflexPaused` | mirror of the local pause flag (so TUI shows the right state immediately). |
### Skill substrate (Phase 2)
Lives under `runtime/skills/`. A **skill** is a small composable unit of
survival behaviour with a uniform contract:
```js
export const skill = {
id: "namespace.action",
title: "Human label",
timeoutMs: 45_000,
preconditions(ctx) -> { ok, code?, detail? }
async execute(ctx, args) -> { ok, code, detail, worldDelta }
validate?(ctx, result) -> boolean // optional
recover?(ctx, result) -> any | null // optional
}
```
Registered skills are dispatched via `runSkill(id, ctx, args)` from
`runtime/skills/index.js`. The runner enforces the timeout, normalises
the result shape, runs `validate()` and calls `recover()` on failure
so the scheduler can act on the hint (e.g. "switch to wander"). Stable
failure codes the runner itself emits live in `RUNNER_CODES`
(`unknown_skill`, `precondition_failed`, `timeout`, `threw`,
`validation_failed`, `done`).
Item/block groups are dynamic: `runtime/skills/groups.js` exposes
`logs(bot)`, `planks(bot)`, `sticks(bot)`, `beds(bot)`, `foods(bot)`,
`axes(bot)`, `pickaxes(bot)`, `swords(bot)` — every group is derived
from `bot.registry`, so a version-sensitive item that doesn't exist on
the connected server simply doesn't appear in the set and skills
return `code: "unsupported_version"` instead of crashing.
Reference skills shipped today include `gather.logs`, `gather.stone`,
`gather.wool`, `survive.eat`, `survive.flee`, `survive.sleep`,
`survive.acquire-food`, `explore.wander`, `explore.far`,
`village.choose-base`, `village.place-chest`,
`village.deposit-surplus`, `village.build-shelter`, `farm.wheat`, and
the `craft.*` progression. Some low-level action primitives still live
in `runtime/actions.js`, but they are increasingly called behind skill
contracts so metrics and self-improvement see them.
Run the contract + groups + curriculum tests:
```bash
npm test
```
### Survival curriculum (Phase 3)
`runtime/curriculum.js` exposes a deterministic early-game progression:
```
wood.16 → wood.planks-and-sticks → wood.tools →
survive.bed → stone.32 → stone.tools → food.basic →
storage.chest → shelter.torch → village.base-site → village.shelter
```
Each milestone has an `isDone(inventory, snapshot)` predicate and a
`suggest(inventory, snapshot)` function that names the next skill to
dispatch. `isDone` is stateful in the sense that reaching a later tier
implies all earlier "gather" milestones are complete (so the bot
doesn't loop back to "gather 16 logs" after crafting them into
planks).
The current curriculum result is on every snapshot as
`snapshot.curriculum = { milestone, plan, inventoryFull }` so the TUI
can show what the bot is working on and which skill should drive it.
The scheduler now calls `runSkill(plan.skillId, …)` directly from
`curriculumReflex`; no LLM is in the hot path.
Inventory pressure: `isInventoryFull(snapshot)` is exposed on every
curriculum result; the TUI surfaces `[inventory full]`, and when a
known/nearby chest exists the scheduler tries `village.deposit-surplus`
before the next milestone.
### Optional: prismarine-viewer
Set `VIEWER_PORT=<port>` in `.env` to launch
[`prismarine-viewer`](https://github.com/PrismarineJS/prismarine-viewer)
in-process. The package is **not** a default dep — install it explicitly
(`npm i prismarine-viewer`) before enabling. If missing, the runtime
logs a warning and continues.
### Memory: world-journal + scenario-memory (2026-05-26)
Two persistent stores under `state/<host>/`:
- **`world-journal.jsonl`** — append-only log of discovered points
(`{kind, name, at:{x,y,z}, ts}`). Skills feed it automatically via
`worldDelta` on each successful dispatch — chops, mines, placements,
base/shelter location, planted/harvested crops, plus `dead_end`
markers on `no_target` / `silent_dig_failure`. Indexed by a 16-block
spatial grid so `nearest({kind, x, z, radius})` is O(neighbors).
Pruned at 6 h age + 10k line ceiling. `leanestQuadrant({x, z})`
returns the cardinal quadrant the bot has explored LEAST — used by
`explore.far` to circle rather than retread the same patch.
- **`skill-metrics.json`** — persistent per-skill ok/fail counters,
last code and duration. `snapshot.skillMetrics` exposes the loaded
totals so proposals learn from previous runs, not only the current
process lifetime.
- **`scenarios.jsonl`** — sliding window of `(skillId, situationHash,
code, ok, detail, ts)` tuples. `situationHash` is a coarse fingerprint
of where + how the bot was (16-cell + 8y bucket, day/night, food
bucket, hp bucket, biome, nearby block groups, inventory key set,
closest hostile name). The
curriculum reflex calls `memory.shouldSkip({skillId, situation})` —
≥3 failures of the same `(skill, situation)` within 30 min and the
reflex auto-converts into a wander hint instead of re-dispatching the
failing skill. A subsequent success in the same situation un-locks it.
Both stores feed stuck-incident proposal bodies: when the LLM is
asked to patch a stuck state, it sees `byKind` journal counts AND the
last 12 scenario-memory entries, so it can write a structural fix
based on what's actually been tried, not just one snapshot.
### Scheduler driven by the curriculum (2026-05-26)
The reflex chain is now: `defend → eat → sleep → curriculum → idle`.
Modes run before that chain and dispatch their own skills immediately.
`curriculumReflex` reads `snapshot.curriculum.plan.skillId` (populated
by `runtime/curriculum.js` each tick) and dispatches it via
`runSkill(skillId, ctx)`. Recovery hints flow back through
`ctx.skillBackoff`:
- If the skill's `recover()` returns `{ hint: "wander" }` (e.g.
`gather.logs` returns `code: "no_target"` because there's no tree
within 32m), the curriculum reflex swaps to `wander` for ~60 s.
- If the result code is `missing_tool` / `missing_material` /
`no_target` / `no_food_source` / `unsupported_version` / storage
blockers, that
specific skill backs off for 60 s instead of retrying every tick.
- Unknown `skillId` (curriculum suggested something that isn't
registered yet) falls through to `wander` — useful while we wire
future skills like `village.build-shelter`.
The old `techTreeReflex` and `autonomousReflex` were removed — the
curriculum + craft skills cover their territory, and unit tests in
`runtime/reflex.test.js` exercise the new dispatch paths.
### Chat banter escalation to Pi (2026-05-26)
When `social/intent.js` classifies an inbound line as
`ADDRESSED_BANTER` and templates can't answer, `bot.js` spawns a
one-shot `askPi` with the bot's runtime state + the last 5 lines from
that speaker (redacted via `chatMemory`). The reply is capped at 200
chars and sent as a single chat line.
Hard rate limit so banter can't drain the LLM budget:
**6 calls per hour, minimum 90 s between calls.** Suppressed escalations log
once and silently drop.
### Base-site scoring + locations (2026-05-26)
- **`runtime/locations.js`** — atomic JSON store at
`state/<host>/locations.json`. `setLocation(name, {x,y,z,…})`,
`getLocation(name)`, `nearestLocation({x,z})`.
- **`runtime/base-site.js`** — `scoreCurrentPosition(bot)` returns
`{score, reasons, position}` based on wood/stone/water proximity,
surface flatness, distance to other players and absence of foreign
builds (man-made blocks not in the owned-blocks ledger).
- **`runtime/skills/choose-base.js`** — `village.choose-base` scores
the current spot; if `score ≥ 8` it writes `locations.base`,
otherwise emits `code: "too_weak"` with a `wander` recover hint.
- The curriculum has a new final milestone `village.base-site` that
fires `village.choose-base` until a base is established.
### Compatibility hardening (Phase 7)
Several modules now guard against the live regressions PRD §7 Phase 7
explicitly calls out:
- **`runtime/movement-profiles.js`** — named profiles (`GATHER`,
`TRAVEL`, `FLEE`, `BUILD`, `RETURN_TO_BASE`) as pure descriptors;
`applyProfile(profile, bot)` writes a fresh `Movements` to
pathfinder. Stops one skill's `canDig=false` from leaking into the
next skill's path.
- **`runtime/owned-blocks.js`** — JSONL ledger of blocks this bot
placed (and removed). `isOwned({x,y,z})` for O(1) lookups.
`ensureDir()` makes the dir lazily so first-write doesn't fail.
- **`runtime/claim-avoidance.js`** — `classifyArea({blocks, isOwned})`
returns `player_build` / `natural_or_owned` / `insufficient_data`
based on man-made block density vs ownership ratio. Designed for
the gather/place skills to call before touching a contested area.
- **`runtime/skills/compat.test.js`** — runs `groups.js` against real
`minecraft-data` registries for 1.18.2, 1.20.4, 1.21.5; verifies
that version-sensitive blocks (e.g. `pale_oak_log`) only appear
where they should.
### Self-improvement v2 (Phase 6)
Two classes of proposals now land in `state/<host>/proposals/`:
1. **Bug-class failures** — same-label action returns `{ok: false}` 5×
in a row, dominated by `bug` (TypeError, "Cannot read properties")
or persistent timeout. Handled by the older tracker in `bot.js`.
2. **Stuck incidents** — `noProgressReason` stays the same for ≥5 min
without a productive dispatch. Handled by
`runtime/stuck-incident.js`. The proposal body includes the
runtimeState, milestone, suggested skill, slim snapshot, last
result, and per-skill success/failure metrics.
Both kinds now persist an **`editScope`** in their frontmatter — an
array of repo-relative path prefixes the auto-patcher is allowed to
modify. `scripts/auto-patch.js` enforces that scope, runs the cheap
`scripts/lint-patch.js` gate, then runs `npm test` before cherry-pick.
Learning speed is configurable:
- `PEPA_LEARNING_MODE=fast` or `dev` lowers stuck detection and
auto-improve cooldowns for active training sessions.
- `PEPA_STUCK_THRESHOLD_SECONDS`, `PEPA_STUCK_COOLDOWN_SECONDS`,
`PEPA_AUTO_IMPROVE_COOLDOWN_SECONDS`,
`PEPA_AUTO_IMPROVE_MAX_PER_HOUR` override those defaults directly.
### Social layer (Phase 5)
Inbound MC chat is classified via `runtime/social/intent.js` into one
of `GREETING` / `STATUS_QUESTION` / `ADDRESSED_BANTER` / `COMMAND_LIKE`
/ `UNSAFE_REQUEST` / `AMBIENT`. The classifier uses Unicode-aware
boundaries so "Привет всем" lands as `GREETING` while
"build me a tower" stays `AMBIENT` until the bot is addressed.
`runtime/social/reply.js` turns an intent into a short reply:
- `GREETING` → one of a small picked-randomly set ("yo" / "привет" / …).
- `STATUS_QUESTION` → live snapshot summary: active skill, current
milestone, hp/food/position, no-progress reason, last diary line.
- `COMMAND_LIKE` → dialog-only notice (per Phase 0).
- `UNSAFE_REQUEST` → terse "logged for operator review", plus an entry
in `state/<host>/escalations.jsonl`.
- `ADDRESSED_BANTER` → templates can't reliably answer, so the
generator returns `escalate: true`. Today bot.js does NOT spawn Pi
from this path (keeps the LLM out of the hot path); a rate-limited
escalation lands in Phase 6.
`runtime/social/memory.js` maintains an LRU per-speaker buffer of
recent lines (default 8 per speaker, 16 speakers max) and redacts
password / api-key / JWT-shaped tokens before they ever exit the
runtime.
## In-game chat (dialog-only)
As of the Phase 0 survival-bot pivot, MC chat does **not** drive bot
actions for anyone, including names listed in `OPERATOR_USERNAMES`.
The bot will:
- reply to greetings (`hi`, `привет`, etc.) and to being addressed by
name, rate-limited;
- answer status questions (`pepa_bot status`, `как дела`, `what are
you doing?`) from the live snapshot;
- detect command-like verbs (`come`, `follow`, `build`, `pause`,
`stop`, `give`, …) when addressed, record them in the diary, and
reply once per cooldown that MC chat is dialog-only.
Local control of the bot (pause/resume/stop, sending chat manually,
escalating to Pi) lives in the TUI. Long-term control (skills,
runtime code, proposals) lives in the repo. `OPERATOR_USERNAMES` is
still used to **label** speakers in logs (`operator <name>` vs
`player <name>`), and remains the right place to plug a future
trusted control channel (e.g. Telegram bridge).
## IPC protocol
Socket: `state/<MC_HOST>_<MC_PORT>/bot.sock` (permissions 0600, removed on
shutdown). Framing: one JSON object per line.
**Server → client events** (see `runtime/ipc-protocol.js`):
| Type | Payload |
|------|---------|
| `hello` | `{ snapshot, recentLogs }` — sent on connect. |
| `status` | full snapshot from `perceive.js`. |
| `log` | `{ ts, level, source, text, details }` — every log line. |
| `chat` | `{ from, text, kind: "player" \| "system" }`. |
| `death` | `{ reason, position }`. |
| `error` | `{ source, text }`. |
| `ask-pi-chunk` | `{ stream: "stdout" \| "stderr", text }`. |
| `ask-pi-done` | `{ code, durationMs }`. |
**Client → server commands:**
| Type | Payload | Effect |
|------|---------|--------|
| `cmd:pause` | `{}` | Reflex loop stops ticking. |
| `cmd:resume` | `{}` | Reflex loop resumes. |
| `cmd:stop` | `{}` | Graceful shutdown of the bot. |
| `cmd:chat` | `{ text }` | Sends text into MC chat (rate-limited). |
| `cmd:ask-pi` | `{ prompt }` | Spawns `pi -p "<prompt>"`. |
| `cmd:snapshot` | `{}` | Force a `status` event now. |
| `cmd:run-skill` | `{ skillId, args? }` | Pauses the reflex loop long enough to dispatch one registered skill. |
| `cmd:screenshot` | `{ reason?, frames? }` | Captures a headless viewer screenshot for visual debugging. |
| `cmd:force-incident` | `{ kind?, reason? }` | Forces a critic-backed proposal, useful for testing self-improvement. |
The protocol is intentionally tiny — anyone can write a second client
(a Telegram bridge, a web UI, a one-shot CLI) by reading
`runtime/ipc-protocol.js`.
## Self-improvement loop (fully autonomous)
End-to-end, no operator-in-the-loop. The bot writes proposals when it
spots a *real* bug, applies them with Pi headless, and rolls them back
if they break things. The flow:
```
1. reflex dispatches action → action returns { ok: false, detail }
2. bot.js failure tracker classifies the detail:
bug → TypeError / Cannot read / is not defined …
timeout → "timed out after Ns"
feature-gap → "no reachable log", "no food", "no bed" …
other → anything else
3. 5 consecutive failures with the SAME label, where the run is dominated
by 'bug' or all 'timeout' → writeProposal()
(feature gaps are SKIPPED — reflex routing solves those, not the LLM)
4. runtime/auto-improve.js watcher (poll 2s) sees the new file,
debounces 10s, then spawns scripts/auto-patch.js detached
5. auto-patch.js:
- refuses on dirty tree
- moves proposal pending → approved/ (audit trail)
- creates branch auto/<slug> off main
- runs `pi -p "<patch prompt>"` with 10-min timeout
- if Pi committed AND changed only the proposal editScope
(+ runtime/**/*.test.js) AND lint/npm-test pass → cherry-pick onto main
- else → discard branch, exit non-zero
6. supervisor's runtime/*.js watcher fires the moment the cherry-pick
lands → child restarts on the new code
7. if the new code crashes >5 times in 60s AND the last commit on main
is younger than 15 min AND it touched runtime/ → supervisor
`git reset --hard HEAD~1` and restarts. Up to MAX_ROLLBACKS times
per supervisor lifetime, then bails out for manual investigation.
```
### Rate limits
- **Proposal cooldown**: 30 min between proposal files of any kind.
- **Auto-improve cooldown**: default 15 min between finished
`auto-patch.js` runs; `PEPA_LEARNING_MODE=fast|dev` lowers this to
5 min unless overridden.
- **Hourly cap**: default max 4 auto-patches per hour; fast/dev default is 8.
- **Rollback cap**: 3 rollbacks per supervisor lifetime; after that the
supervisor exits and waits for human review.
### What counts as a bug
`runtime/bot.js` ships two whitelists (`NORMAL_FAILURE_SUBSTRINGS` and
`BUG_FAILURE_SUBSTRINGS`). The proposal trigger fires only when:
- the trailing run of same-label failures contains at least one bug
(TypeError / ReferenceError / "Cannot read properties" / etc.),
- OR every failure in the run is a timeout (and they happened on the
same operation, so it's probably broken not just unreachable).
Feature gaps like "no reachable log within 32 blocks" are *not* a bug
— the autonomous reflex sees that result, sets `noTreesUntil` and
switches to wander. If the script can't solve it via reflex routing,
that's a design issue the operator fixes by editing `runtime/reflex.js`
directly — not by asking Pi to patch around it.
### Manual escape hatches
These still work but should rarely be needed:
- TUI hotkey `y` opens the latest pending proposal for inspection.
- `npm run propose:apply <filename>` runs the *attended* version of the
patcher — leaves the result on a `feat/proposal-<slug>` branch
without cherry-picking, so the operator can review the diff manually.
- `npm run stop` kills everything and clears lock/socket.
## File layout
```
runtime/
supervisor.js forks bot.js, watches runtime/*.js, restart-on-change
bot.js entrypoint — owns MC + tick + IPC + reconnect
config.js reads .env, exposes frozen config + redacted view
log.js ring buffer + stdout + daily file + IPC fan-out
perceive.js snapshot(bot) → JSON
reflex.js priority chain (operator > defend > eat > sleep > idle)
actions.js attackNearest / fleeFrom / eatBestFood / sleepInBed / goTo
state-store.js current-task / diary / proposals on disk
ipc-server.js Unix-socket server
ipc-protocol.js shared contract (event types, command types, framer)
pi-bridge.js spawn `pi -p`, stream stdout
tui/
tui.tsx Ink dashboard (React)
ipc-client.js socket client → EventEmitter
scripts/
propose-apply.js approved-proposal → feat-branch + `pi -p` patcher
```
Per-server state stays under `state/<MC_HOST>_<MC_PORT>/`, gitignored:
```
state/play.xmatic.team_25565/
bot.sock Unix-domain socket (perms 0600, ephemeral)
joined-before.flag AuthMe /register vs /login marker
current-task.json resume anchor — what the bot was doing
goal.md long-term ambition (operator-seeded)
diary/YYYY-MM-DD.md daily journal (one line per milestone)
proposals/ pending self-improvement proposals
proposals/approved/ approved, waiting on propose:apply
logs/YYYY-MM-DD.log full runtime log mirror
```
## Pi-only fallback
The original Pi-driven runtime still works if you prefer the single-process
model — `npm run agent` from repo root loads `AGENTS.md` and the existing
extensions in `extensions/`. The two runtimes share the `.env`, the
`mineflayer` deps, and the `state/` directory. They MUST NOT run
simultaneously — both will try to claim the same MC nickname and the
server will kick one of them.
If you switch between them frequently, kill one before starting the other:
```bash
# stop hybrid
# (in TUI press 's', or just kill `npm run bot`)
# start Pi
npm run agent
```