Files
pepa-pi-bot/runtime/coach/advice.test.js
T
mayatnikovandClaude Opus 4.7 fcfa2277ba v0.3.0-rc.1: live skill registry + fast advisor scaffold
Roots out the v0.2.x failure mode: Pi-extracted lessons routinely named
hallucinated skill ids (relocate.surface, choose.safe.surface,
survive.shelter, gather.visible_log, …). All 47 Pi-lessons in the live DB
had applied_count=0 because normalisePreferSkill couldn't find them.

Fix:
1. runtime/skill-registry.js — single source of truth derived from
   skills/index.js. Exports listSkillIds, isRegistered, and a
   prompt-ready block (skillRegistryPrompt) grouped by namespace.
2. Pi prompts (coach/postmortem, coach/reflect) embed the live registry
   with a "USE ONLY THESE, never invent" instruction. Lessons are
   filtered at write-time too — anything not in the registry and not a
   known mode name gets dropped.
3. coach/advice.js — normalisePreferSkill now returns null for unknown
   ids, hardening consult() against any hallucinations that slip
   through. Warn-logged for visibility.

Also lays the LLM substrate for the rest of v0.3.0:

- runtime/llm/provider.js — OpenAI-compatible chat client. Configured
  via PEPA_FAST_LLM_{BASE_URL,API_KEY,MODEL,TIMEOUT_MS}. Safe no-op
  unless API_KEY is set. Supports JSON-mode.
- runtime/coach/fast-advisor.js — tactical advisor tier (scaffold).
  Exposes advise() that asks the fast LLM what to do RIGHT NOW when
  the reflex is wedged/stuck. Rejects hallucinated skill ids using the
  registry. Rate-limited 6/h, 30s cooldown. Not auto-triggered yet —
  wired into reflex in rc.3 (awareness layer).

Tests: 279 green (+24 vs rc.3): 5 registry, 9 provider, 10 advisor.

See dev/v0.3.0/PLAN.md for the full iteration design (manifesto needs
ladder, event-driven awareness, skill pre-emption) and STATUS.md for
shipped/pending tracking.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 17:39:43 +03:00

149 lines
5.3 KiB
JavaScript

import { test } from "node:test";
import assert from "node:assert/strict";
import { mkdtempSync, rmSync } from "node:fs";
import { tmpdir } from "node:os";
import { join } from "node:path";
import { initKnowledge, record } from "../knowledge/index.js";
import { __resetForTests, isAvailable, closeStore } from "../knowledge/store.js";
import { consult, reportOutcome, __testing } from "./advice.js";
const { SAFE_OVERRIDES, MODE_TO_SKILL, normalisePreferSkill } = __testing;
async function bootstrap() {
__resetForTests();
const tmp = mkdtempSync(join(tmpdir(), "pepa-advice-test-"));
await initKnowledge({ stateDir: tmp });
return tmp;
}
function cleanup(tmp) {
closeStore();
try { rmSync(tmp, { recursive: true, force: true }); } catch {}
}
test("consult: returns proceed when knowledge disabled", () => {
__resetForTests();
const res = consult({ plannedSkillId: "gather.logs", snapshot: {} });
assert.equal(res.action, "proceed");
});
test("consult: returns proceed when no relevant lesson", async () => {
const tmp = await bootstrap();
if (!isAvailable()) { cleanup(tmp); return; }
const res = consult({ plannedSkillId: "gather.unknown-skill", snapshot: {} });
assert.equal(res.action, "proceed");
cleanup(tmp);
});
test("consult: starter creeper rule routes attack → survive.flee", async () => {
const tmp = await bootstrap();
if (!isAvailable()) { cleanup(tmp); return; }
const res = consult({
plannedSkillId: "attack creeper",
snapshot: { closestHostile: { name: "creeper", distance: 4 } },
});
assert.equal(res.action, "override");
assert.equal(res.overrideSkillId, "survive.flee");
assert.ok(res.lessonId);
assert.ok(res.lesson);
cleanup(tmp);
});
test("consult: avoid lesson without prefer → 'avoid' action", async () => {
const tmp = await bootstrap();
if (!isAvailable()) { cleanup(tmp); return; }
record({
text: "Don't gather.stone — confirmed flaky.",
category: "pathing",
triggerSkill: "gather.stone",
avoidSkill: "gather.stone",
preferSkill: null,
confidence: 0.9,
source: "test",
});
const res = consult({ plannedSkillId: "gather.stone", snapshot: {} });
assert.equal(res.action, "avoid");
assert.ok(res.lessonId);
cleanup(tmp);
});
test("consult: prefer outside SAFE_OVERRIDES set → falls to avoid", async () => {
const tmp = await bootstrap();
if (!isAvailable()) { cleanup(tmp); return; }
record({
text: "test fallback",
category: "combat",
triggerSkill: "gather.logs",
avoidSkill: "gather.logs",
preferSkill: "non.standard.skill",
confidence: 0.9,
source: "test",
});
const res = consult({ plannedSkillId: "gather.logs", snapshot: {} });
assert.equal(res.action, "avoid", "unsafe prefer falls back to avoid, not override");
cleanup(tmp);
});
test("reportOutcome: no-op without lessonId", () => {
reportOutcome({ lessonId: null });
assert.ok(true);
});
test("SAFE_OVERRIDES: only contains known reflex skills", () => {
for (const id of SAFE_OVERRIDES) {
assert.ok(typeof id === "string" && id.includes("."), `${id} looks like a real skill id`);
}
});
test("normalisePreferSkill: mode names translate to skill ids", () => {
assert.equal(normalisePreferSkill("self_preservation"), "survive.flee");
assert.equal(normalisePreferSkill("night_shelter"), "survive.sleep");
assert.equal(normalisePreferSkill("hunger"), "survive.eat");
assert.equal(normalisePreferSkill("shelter"), "village.build-shelter");
assert.equal(normalisePreferSkill("flee"), "survive.flee");
assert.equal(normalisePreferSkill("eat"), "survive.eat");
assert.equal(normalisePreferSkill("tunnel-out"), "recovery.tunnel-out");
assert.equal(normalisePreferSkill("tunnel_out"), "recovery.tunnel-out");
});
test("normalisePreferSkill: 'survive_flee' shape gets translated to dot form", () => {
assert.equal(normalisePreferSkill("survive_flee"), "survive.flee");
assert.equal(normalisePreferSkill("survive sleep"), "survive.sleep");
});
test("normalisePreferSkill: passes through known dot-form skills unchanged", () => {
assert.equal(normalisePreferSkill("survive.flee"), "survive.flee");
assert.equal(normalisePreferSkill("explore.far"), "explore.far");
});
test("normalisePreferSkill: unknown values rejected (returns null)", () => {
// v0.3.0-rc.1: anything not in the live registry and not a known mode
// name is rejected outright. We'd rather fall through to 'avoid' than
// dispatch a hallucinated skill id.
assert.equal(normalisePreferSkill("some.unknown.skill"), null);
assert.equal(normalisePreferSkill("relocate.surface"), null);
assert.equal(normalisePreferSkill("choose.safe.surface"), null);
assert.equal(normalisePreferSkill("survive.shelter"), null);
assert.equal(normalisePreferSkill(null), null);
assert.equal(normalisePreferSkill(""), null);
});
test("consult: Pi-style mode-name prefer is normalised to override target", async () => {
const tmp = await bootstrap();
if (!isAvailable()) { cleanup(tmp); return; }
const { id } = (await import("../knowledge/index.js")).record({
text: "After a death at night, prefer shelter.",
category: "survival",
triggerSkill: "gather.logs",
avoidSkill: "gather.logs",
preferSkill: "night_shelter", // Pi gave a mode name, not a skill id
confidence: 0.9,
source: "test",
});
const res = consult({ plannedSkillId: "gather.logs", snapshot: {} });
assert.equal(res.action, "override");
assert.equal(res.overrideSkillId, "survive.sleep", "night_shelter mapped to survive.sleep");
cleanup(tmp);
});