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>
127 lines
4.1 KiB
JavaScript
127 lines
4.1 KiB
JavaScript
// Modes priority chain — adapted from Mindcraft modes.js.
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//
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// A mode is `{ name, interrupts, on, active, update(ctx) }`. Each
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// reflex tick the scheduler walks the modes in order BEFORE dispatching
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// the curriculum-suggested skill. The first mode whose `update()`
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// returns `{ action, interrupts }` wins: if interrupts.includes("all")
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// the curriculum skill for this tick is cancelled, and the mode's
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// returned action is dispatched instead.
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//
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// Why: today's `reflex.js` mixes panic responses (flee, eat, sleep)
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// with the long-tail curriculum logic and uses ad-hoc cooldowns
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// (`lastFleeAttempt`, `lastEatAt`). The Mindcraft shape is cleaner:
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// declarative interrupts, explicit on/active state, and the same loop
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// covers self_preservation (drowning/lava/low-HP), hunger, and night
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// shelter. We start small — only the three modes we actually need —
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// and let new modes register via `registerMode()` so new skills can
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// hook in without editing this file.
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const modes = [];
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export function registerMode(mode) {
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if (!mode || typeof mode.name !== "string") throw new Error("mode: missing name");
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if (typeof mode.update !== "function") throw new Error(`mode ${mode.name}: missing update`);
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const existing = modes.findIndex((m) => m.name === mode.name);
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const filled = {
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on: mode.on ?? true,
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active: false,
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interrupts: mode.interrupts ?? [],
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...mode,
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};
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if (existing >= 0) modes[existing] = filled;
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else modes.push(filled);
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}
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export function listModes() {
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return modes.map((m) => ({ name: m.name, on: m.on, active: m.active, interrupts: m.interrupts }));
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}
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export function setModeEnabled(name, on) {
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const m = modes.find((x) => x.name === name);
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if (m) m.on = !!on;
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}
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// Reset for tests — keeps the priority list, just drops registrations.
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export function _resetModes() { modes.length = 0; }
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// Run every enabled mode in order until one returns a non-null result.
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// Sync — modes are observational over a snapshot, no await. Anything
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// long-running belongs in the skill the mode dispatches.
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export function tickModes(ctx) {
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for (const m of modes) {
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if (!m.on) continue;
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let res = null;
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try {
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res = m.update(ctx);
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} catch (e) {
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res = null;
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}
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if (res?.action) {
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m.active = true;
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return {
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mode: m.name,
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action: res.action,
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interrupts: res.interrupts ?? m.interrupts,
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detail: res.detail ?? null,
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};
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}
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m.active = false;
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}
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return null;
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}
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// --- Standard modes registered at module load. Callers can override
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// any of these by calling registerMode() with the same name. -----------
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registerMode({
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name: "self_preservation",
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description: "Low HP, lava, drowning — drop the curriculum, flee or eat",
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interrupts: ["all"],
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update(ctx) {
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const snap = ctx?.snapshot;
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if (!snap) return null;
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const hp = snap.health ?? 20;
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const food = snap.food ?? 20;
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// HP critically low + we have food → eat NOW
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if (hp < 6 && food > 0 && snap.hasFood) {
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return { action: { skillId: "eat" }, detail: { reason: "hp<6", hp } };
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}
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// Hostile within reach and HP low → flee
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const ch = snap.closestHostile;
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if (ch && typeof ch.distance === "number" && ch.distance < 6 && hp < 10) {
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return { action: { skillId: "explore.far" }, detail: { reason: "hp<10 near-hostile", hp, dist: ch.distance } };
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}
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return null;
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},
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});
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registerMode({
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name: "hunger",
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description: "Eat proactively when food bar dips below 14",
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interrupts: ["curriculum"],
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update(ctx) {
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const snap = ctx?.snapshot;
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if (!snap) return null;
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if ((snap.food ?? 20) < 14 && snap.hasFood) {
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return { action: { skillId: "eat" }, detail: { reason: "food<14", food: snap.food } };
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}
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return null;
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},
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});
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registerMode({
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name: "night_shelter",
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description: "After dusk, sleep in or place a bed so player night-skip works",
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interrupts: ["curriculum"],
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update(ctx) {
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const snap = ctx?.snapshot;
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if (!snap) return null;
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// Only at night and only if we actually carry / can place a bed
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if (snap.isDay) return null;
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const inv = snap.inventory || {};
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const hasBed = Object.keys(inv).some((n) => /_bed$/.test(n));
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if (!hasBed) return null;
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return { action: { skillId: "sleep" }, detail: { reason: "night with bed in hand" } };
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},
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});
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