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: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
19 KiB
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 (
pifrom 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/shotkeys); long-term control lives in the repo. Seeplans/autonomous-survival-bot-prd.mdfor 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:
- Slow. A "look around → defend yourself" round-trip took 20–60 seconds because the LLM was in the hot path.
- Expensive. Hostile mob at 4 m? Cost of evasion = one full reasoning pass. Hungry? Same. Idle? Same.
- Invisible. With Pi as the only frontend, you had to
tmux capture-paneto 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
# 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. |
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:
defendReflex— closest hostile within 4 m →attackNearest(equips best melee). Within 12 m + low HP or ≥3 hostiles →fleeFromalong the away-vector.eatReflex— food < 16 →eatBestFood(picks from FOOD_PRIORITY list, equip + consume). 5 s cooldown.sleepReflex— night + no hostile within 8 m →sleepInBed(finds nearest placed bed within 16 blocks, paths there, sleeps). 5 min cooldown on failures.techTreeReflex— deterministic crafting progression (planks → sticks → wooden axe → pickaxe → sword) when prerequisites are in inventory.autonomousReflex— when nothing reactive fires: chop trees until ~16 logs, then wander to discover new chunks.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:
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: gather.logs, survive.eat,
explore.wander. The reflex loop still calls the older
runtime/actions.js primitives directly — porting more behaviours to
skills lands in later phases.
Run the contract + groups + curriculum tests:
npm test
Survival curriculum (Phase 3)
runtime/curriculum.js exposes a deterministic early-game progression:
wood.16 → wood.planks-and-sticks → wood.tools →
stone.32 → stone.tools → food.basic → storage.chest → shelter.torch
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.
Wiring the scheduler to actually call runSkill(plan.skillId, …) in
the reflex loop is a Phase 4 task; today the reflex still uses
actions.js directly.
Inventory pressure: isInventoryFull(snapshot) is exposed on every
curriculum result; the TUI surfaces [inventory full] next to the
milestone label so the operator can see when a deposit step is needed
before progress continues.
Optional: prismarine-viewer
Set VIEWER_PORT=<port> in .env to launch
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.
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. |
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 only touched runtime/ → 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: 15 min between finished
auto-patch.jsruns. - Hourly cap: max 4 auto-patches per hour, even if cooldown allows.
- 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
yopens the latest pending proposal for inspection. npm run propose:apply <filename>runs the attended version of the patcher — leaves the result on afeat/proposal-<slug>branch without cherry-picking, so the operator can review the diff manually.npm run stopkills 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:
# stop hybrid
# (in TUI press 's', or just kill `npm run bot`)
# start Pi
npm run agent