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c910457817 v0.4.0 vNext — closed-loop world model + settlement contract (#29)
* feat(v0.4.0): vNext — closed-loop world model + settlement contract

Implements the vNext architecture from the research doc: demote the noisy
multi-rail planner in favour of a closed loop (world truth → invariant check)
plus a single utility-driven goal authority.

L1 services (fix no_drop / silent pathfinder hang first):
- InventoryLedger: diff-based "did I actually get it" verifier; acquire-food
  now confirms via ledger.gainedSince instead of the unreliable count/event.
- MotionService.gotoSafe: wall-clock timeout + progress watchdog +
  path_update(noPath/timeout) → structured {reached|stuck|timeout|nopath}.

L3 plan — unify the three competing rails (curriculum/manifesto/storyline):
- Settlement Contract: ordered M0–M9 milestones, each invariant-checked
  against an authoritative world view (early steps delegate to the proven
  curriculum; late game adds farming).
- InvariantChecker + predicate library; GoalManager selects the lowest unmet
  milestone via utility argmax (food-urgency preempts, DEPS-style).
- Wired into the scheduler: bot.js precomputes snapshot.contract; reflex.js
  consumes it in place of the storyline rail. Manifesto L0 still preempts.

Eval + robustness:
- Village Score (single 0..1 metric) on the snapshot + TUI "build" line.
- survive.dig-in skill + dusk_dig_in mode (exposed at night, no bed → cover).
- approach_block helper (GoalNear + lookAt, avoids GoalLookAtBlock #341).

+28 new tests (450 total green). LLM remains entirely off the tick path.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* feat(v0.4.0): finish vNext plan — anti-loop, skill-graph, worldDelta diff, flee→motion

Completes the remaining v0.4.0 plan items and one fix motivated by a live
in-game observation (flee hanging 30s against a persistent zombie).

- flee → MotionService.gotoSafe: structured {stuck|timeout|nopath} in ~4s with
  a blind-retreat fallback, instead of the observed 30s pathfinder hang + 3
  watchdog replans. Movements setup guarded so it is unit-testable.
- QW5 anti-loop (runtime/anti-loop.js): same skill failing >=3x in 5min →
  30min blacklist (reflex shouldSkip) + one-shot improvement_request
  (bot.js drainFired -> writeProposal).
- 4.1 closed-loop worldDelta: runSkill snapshots inventory before execute and
  attaches the real delta (_invObserved) to every successful result; opt-in
  skill.expectGain asserts the claimed gain or returns world_unchanged.
- 3.6 skill-graph (Plan4MC): declarative requires/produces for ~20 skills;
  prerequisitesMet/canRun/runnableFrontier; GoalManager annotates suggestions
  with blockedBy when prereqs are unmet.

+22 tests (472 total green). Live smoke confirmed dig-in works and no new
errors; flee loop is what this commit's flee migration addresses.

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>
2026-05-28 11:29:39 +03:00

150 lines
4.9 KiB
JavaScript

// Settlement Contract (L3) — the global goal as a typed, invariant-checked
// chain of milestones (research §2). This replaces the two competing
// progression rails (storyline quest + raw curriculum) with ONE ordered
// contract whose "done" is a fact about the world, not a guess.
//
// Each milestone:
// id stable string
// title human label (TUI / diary)
// invariants [{ id, describe, met(world) }] — milestone is "met" iff all hold
// suggest (world) -> { skillId, args? } | null — next concrete action
// urgency? (world) -> number — utility boost so survival-critical
// milestones (food) can preempt a lower-indexed unmet milestone
//
// The early tech-tree milestones delegate `suggest` to the proven
// deterministic curriculum (runtime/curriculum.js) so we reuse its careful
// chop→craft→tool chain instead of duplicating it. The contract owns ordering,
// invariant truth, observability and the late-game milestones curriculum lacks.
import { nextMilestone as curriculumNext } from "../curriculum.js";
import {
alive,
foodSecure,
bedSecured,
stoneTier,
locationExists,
hasItem,
has,
WOODEN_TOOLS,
totalMatching,
} from "./invariants.js";
// curriculum's plan for the current snapshot. Prefer the plan bot.js already
// precomputed onto snapshot.curriculum (single source, no double-walk); fall
// back to recomputing when it is absent (unit tests, late-game). Returns null
// when curriculum is exhausted — the late-game contract takes over.
function curriculumPlan(world) {
const pre = world.snapshot?.curriculum?.plan;
if (pre && pre.skillId) return pre;
try {
return curriculumNext(world.snapshot)?.plan ?? null;
} catch {
return null;
}
}
const FOOD_MOBS = new Set(["cow", "pig", "chicken", "sheep", "rabbit", "mooshroom"]);
function hasVisibleFoodTarget(world) {
const passives = world.nearbyEntities?.passives ?? [];
if (passives.some((e) => FOOD_MOBS.has(e.name))) return true;
return (world.nearbyEntities?.droppedItems?.length ?? 0) > 0;
}
// Wooden tools acquired, OR already advanced to stone tier (monotonic: don't
// regress to "go chop wood" after the bot burned its logs into tools).
const woodenOrStoneTier = {
id: "tool_tier",
describe: "wooden tools (or already stone tier)",
met: (w) =>
WOODEN_TOOLS.every((n) => has(w.inventory, n)) ||
totalMatching(w.inventory, (k) => /^stone_(axe|pickaxe|sword)$/.test(k)) > 0,
};
// A wheat farm is established. We mark it via a `farm` location (set by the
// farm skill) or by carrying harvested wheat as a fallback proxy.
const farmEstablished = {
id: "farm",
describe: "a wheat farm location or harvested wheat",
met: (w) => !!w.locations?.farm || has(w.inventory, "wheat", 3),
};
export const SETTLEMENT_CONTRACT = Object.freeze([
{
id: "M0_alive",
title: "Stay alive",
invariants: [alive()],
suggest: () => null, // survival layer (modes/manifesto) owns HP emergencies
},
{
id: "M1_wood_tools",
title: "Wooden tools",
invariants: [woodenOrStoneTier],
suggest: curriculumPlan,
},
{
id: "M2_bed",
title: "A bed to skip the night",
invariants: [bedSecured()],
suggest: curriculumPlan,
},
{
id: "M3_stone_tools",
title: "Stone tools + furnace",
invariants: [stoneTier()],
suggest: curriculumPlan,
},
{
id: "M4_food_security",
title: "Secure food",
invariants: [foodSecure()],
// Direct suggest (NOT curriculum): when food urgency preempts a lower
// milestone, the strictly-ordered curriculum would still return the
// wood step. We want the food action now.
suggest: (w) => ({ skillId: hasVisibleFoodTarget(w) ? "survive.acquire-food" : "survive.scout-food" }),
// Starving preempts lower-indexed progression: go eat/hunt now.
urgency: (w) => (w.food < 8 ? 100 : w.food < 12 ? 20 : 0),
},
{
id: "M5_storage",
title: "A personal chest",
invariants: [locationExists("chest")],
suggest: curriculumPlan,
},
{
id: "M6_lighting",
title: "Torches for the perimeter",
invariants: [hasItem("torch", 4, "torch")],
suggest: curriculumPlan,
},
{
id: "M7_base_site",
title: "Pick a base site",
invariants: [locationExists("base")],
suggest: curriculumPlan,
},
{
id: "M8_shelter",
title: "Build a shelter",
invariants: [locationExists("shelter")],
suggest: curriculumPlan,
},
// ---- beyond the curriculum: late-game settlement work ----
{
id: "M9_farm",
title: "Start a wheat farm",
invariants: [farmEstablished],
suggest: (w) => {
// Deposit first if we're drowning in surplus and have a chest.
const distinct = Object.keys(w.inventory ?? {}).length;
if (distinct >= 30 && w.locations?.chest) return { skillId: "village.deposit-surplus" };
return { skillId: "farm.wheat" };
},
},
]);
export function listContractMilestones() {
return SETTLEMENT_CONTRACT.map((m) => ({ id: m.id, title: m.title }));
}
export const _internal = { woodenOrStoneTier, farmEstablished, curriculumPlan };