Files
pepa-pi-bot/runtime/skills/index.js
T
mayatnikovandClaude Opus 4.7 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>
2026-05-27 23:01:39 +03:00

287 lines
8.9 KiB
JavaScript

// Skill substrate. A skill is a small, self-contained, composable unit of
// survival behaviour that the scheduler (today: reflex.js) can call with a
// uniform contract. The contract — required by every skill in this folder:
//
// {
// id: "namespace.action", // stable, machine-readable, e.g. "gather.logs"
// title: "Human label",
// timeoutMs: 45_000, // hard ceiling on execute()
// preconditions(ctx) -> { ok, code?, detail? }
// async execute(ctx, args) -> { ok, code, detail, worldDelta }
// validate?(ctx, result) -> boolean // optional gate after execute
// recover?(ctx, result) -> any | null // optional follow-up hint
// }
//
// The runSkill() wrapper enforces the timeout, normalises the result shape
// (so any caller can rely on the five required fields), runs validate(), and
// calls recover() on failure for the scheduler to consume.
//
// Skills are pure with respect to the runtime — they never read or write
// state-store directly; their `worldDelta` is the only way they communicate
// observed changes back to the scheduler, which then decides what to log.
import { info, warn } from "../log.js";
import { skill as chopLogs } from "./chop-logs.js";
import { skill as eat } from "./eat.js";
import { skill as wander } from "./wander.js";
import { skill as exploreFar } from "./explore-far.js";
import { skill as flee } from "./flee.js";
import { skill as sleep } from "./sleep.js";
import { skill as tunnelOut } from "./recovery-tunnel-out.js";
import { skill as pillarUp } from "./pillar-up.js";
import { skill as escapePitSafe } from "./escape-pit-safe.js";
import { skill as diagPhysics } from "./diagnose-physics.js";
import { skill as diagScan, matchSkill as diagMatch } from "./diagnose-scan.js";
import { skill as gatherStone } from "./gather-stone.js";
import { skill as gatherWool } from "./gather-wool.js";
import { skill as acquireFood } from "./acquire-food.js";
import { skill as scoutFood } from "./scout-food.js";
import { skill as relocate } from "./relocate.js";
import { skill as chooseBase } from "./choose-base.js";
import { skill as buildShelter } from "./build-shelter.js";
import { skill as placeChest } from "./place-chest.js";
import { skill as depositSurplus } from "./deposit-surplus.js";
import { skill as farmWheat } from "./farm-wheat.js";
import {
craftPlanksSkill,
craftSticksSkill,
craftWoodenAxeSkill,
craftWoodenPickaxeSkill,
craftWoodenSwordSkill,
craftStoneAxeSkill,
craftStonePickaxeSkill,
craftStoneSwordSkill,
craftFurnaceSkill,
craftChestSkill,
craftTorchSkill,
craftBedSkill,
} from "./craft.js";
const SKILLS = new Map();
function register(skill) {
if (!skill || typeof skill !== "object") throw new Error("skill: not an object");
if (!skill.id || typeof skill.id !== "string") throw new Error("skill: missing id");
if (typeof skill.execute !== "function") throw new Error(`skill ${skill.id}: missing execute`);
if (typeof skill.preconditions !== "function") throw new Error(`skill ${skill.id}: missing preconditions`);
if (SKILLS.has(skill.id)) throw new Error(`skill ${skill.id}: already registered`);
SKILLS.set(skill.id, skill);
}
register(chopLogs);
register(eat);
register(wander);
register(exploreFar);
register(flee);
register(sleep);
register(tunnelOut);
register(pillarUp);
register(escapePitSafe);
register(diagPhysics);
register(diagScan);
register(diagMatch);
register(gatherStone);
register(gatherWool);
register(acquireFood);
register(scoutFood);
register(relocate);
register(chooseBase);
register(buildShelter);
register(placeChest);
register(depositSurplus);
register(farmWheat);
register(craftPlanksSkill);
register(craftSticksSkill);
register(craftWoodenAxeSkill);
register(craftWoodenPickaxeSkill);
register(craftWoodenSwordSkill);
register(craftStoneAxeSkill);
register(craftStonePickaxeSkill);
register(craftStoneSwordSkill);
register(craftFurnaceSkill);
register(craftChestSkill);
register(craftTorchSkill);
register(craftBedSkill);
export function listSkills() {
return Array.from(SKILLS.values()).map((s) => ({
id: s.id,
title: s.title ?? s.id,
timeoutMs: s.timeoutMs ?? 30_000,
}));
}
export function getSkill(id) {
return SKILLS.get(id) ?? null;
}
// Stable failure codes the wrapper itself can emit. Skills may emit any
// additional codes — but these are the ones runSkill produces.
export const RUNNER_CODES = Object.freeze({
UNKNOWN_SKILL: "unknown_skill",
PRECONDITION_FAILED: "precondition_failed",
TIMEOUT: "timeout",
THREW: "threw",
VALIDATION_FAILED: "validation_failed",
PREEMPTED: "preempted",
DONE: "done",
});
function normaliseResult(res, fallbackCode) {
const ok = !!res?.ok;
return {
ok,
code: res?.code ?? (ok ? RUNNER_CODES.DONE : fallbackCode ?? "failed"),
detail: res?.detail ?? null,
worldDelta: res?.worldDelta ?? null,
};
}
function withTimeout(promise, ms, label) {
let timer;
const timeout = new Promise((_, reject) => {
timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms}ms`)), ms);
});
return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
}
// v0.3.0-rc.3 — wrap execute() so that if ctx.abortSignal fires we
// stop awaiting (and surface code: "preempted"). The skill itself
// doesn't need to read the signal — the race below ensures runSkill
// returns control to the reflex within one microtask of abort(). The
// skill's own async work may continue in the background harmlessly,
// because the next dispatch will overwrite any shared state.
function raceWithAbort(promise, signal) {
if (!signal) return promise;
if (signal.aborted) {
return Promise.reject(Object.assign(new Error("preempted"), { _preempted: true }));
}
return new Promise((resolve, reject) => {
let settled = false;
const onAbort = () => {
if (settled) return;
settled = true;
reject(Object.assign(new Error("preempted"), { _preempted: true }));
};
signal.addEventListener("abort", onAbort, { once: true });
promise.then(
(v) => {
if (settled) return;
settled = true;
signal.removeEventListener?.("abort", onAbort);
resolve(v);
},
(e) => {
if (settled) return;
settled = true;
signal.removeEventListener?.("abort", onAbort);
reject(e);
},
);
});
}
// Drive one skill through its full lifecycle. The caller (typically reflex.js
// or, eventually, a higher-level scheduler) decides when to invoke; runSkill
// only owns the contract enforcement.
export async function runSkill(id, ctx, args = {}) {
const skill = SKILLS.get(id);
if (!skill) {
warn("skill", `unknown skill ${id}`);
return { ok: false, code: RUNNER_CODES.UNKNOWN_SKILL, detail: id, worldDelta: null };
}
let pre;
try {
pre = skill.preconditions(ctx, args) ?? { ok: true };
} catch (e) {
return {
ok: false,
code: RUNNER_CODES.PRECONDITION_FAILED,
detail: `preconditions threw: ${e.message}`,
worldDelta: null,
};
}
if (!pre.ok) {
return {
ok: false,
code: pre.code ?? RUNNER_CODES.PRECONDITION_FAILED,
detail: pre.detail ?? "preconditions failed",
worldDelta: null,
};
}
const timeoutMs = skill.timeoutMs ?? 30_000;
let raw;
try {
raw = await withTimeout(
raceWithAbort(skill.execute(ctx, args), ctx?.abortSignal),
timeoutMs,
`skill(${id})`,
);
} catch (e) {
const isTimeout = /timed out after/.test(e.message);
const isPreempted = e?._preempted === true;
const result = {
ok: false,
code: isPreempted
? RUNNER_CODES.PREEMPTED
: isTimeout ? RUNNER_CODES.TIMEOUT : RUNNER_CODES.THREW,
detail: e.message,
worldDelta: null,
};
if (typeof skill.recover === "function") {
try {
result.recovery = skill.recover(ctx, result) ?? null;
} catch (recoverErr) {
warn("skill", `${id}.recover threw: ${recoverErr.message}`);
}
}
return result;
}
const result = normaliseResult(raw);
if (result.ok && typeof skill.validate === "function") {
let valid;
try {
valid = skill.validate(ctx, result);
} catch (e) {
warn("skill", `${id}.validate threw: ${e.message}`);
valid = false;
}
if (!valid) {
const failed = {
ok: false,
code: RUNNER_CODES.VALIDATION_FAILED,
detail: result.detail,
worldDelta: result.worldDelta,
};
if (typeof skill.recover === "function") {
try {
failed.recovery = skill.recover(ctx, failed) ?? null;
} catch (e) {
warn("skill", `${id}.recover threw: ${e.message}`);
}
}
return failed;
}
}
if (!result.ok && typeof skill.recover === "function") {
try {
result.recovery = skill.recover(ctx, result) ?? null;
} catch (e) {
warn("skill", `${id}.recover threw: ${e.message}`);
}
}
info("skill", `${id}${result.code}${result.detail ? ` (${JSON.stringify(result.detail).slice(0, 80)})` : ""}`);
return result;
}
// For tests: lets a unit test register a synthetic skill without touching
// the production registry. Returns a teardown function.
export function _registerForTest(skill) {
register(skill);
return () => SKILLS.delete(skill.id);
}